Module Contents
alltypes
Module Contents
abstract class AAnimationObject3D : Object3D
abstract class AAnimationObject3D : Object3D
abstract class ABaseObjectBlockParser : ABlockParser
abstract class ABaseObjectBlockParser : ABlockParser
abstract class ABlockLoader : IBlockParser
abstract class ABlockLoader : IBlockParser
abstract class ABlockParser : IBlockParser
abstract class ABlockParser : IBlockParser
abstract class ACompressedTexture : ATexture
abstract class ACompressedTexture : ATexture
abstract class AExportableBlockParser : ABaseObjectBlockParser
abstract class AExportableBlockParser : ABaseObjectBlockParser
abstract class AFrameTask : Runnable
abstract class AFrameTask : Runnable
abstract class ALight : ATransformable3D
abstract class ALight : ATransformable3D
abstract class ALoader : ILoader
abstract class ALoader : ILoader
abstract class AMeshLoader : ALoader, IMeshLoader
abstract class AMeshLoader : ALoader, IMeshLoader
abstract class AMultiTexture : ATexture
abstract class AMultiTexture : ATexture
abstract class AObjectCamera : Camera
abstract class AObjectCamera : Camera
abstract class APass : IPass
abstract class APass : IPass
abstract class APostProcessingEffect : IPostProcessingEffect
abstract class APostProcessingEffect : IPostProcessingEffect
abstract class AResourceManager
abstract class AResourceManager
abstract class ASceneFrameCallback
abstract class ASceneFrameCallback
abstract class AShader : AShaderBase
Module Contents
AShader()
AShader(shaderType: ShaderType)
AShader(shaderType: ShaderType, resourceId: Int)
AShader(shaderType: ShaderType, shaderString: String)
open class Condition
Module Contents
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
open fun getJoinOperator(): Operator
open fun getLeftValue(): ShaderVar
open fun getOperator(): Operator
open fun getRightValue(): String
class Operator
static var SHADER_ID: String
class ShaderType
open fun acos(var: ShaderVar): ShaderVar
open fun addPreprocessorDirective(directive: String): Unit
open fun addShaderFragment(fragment: IShaderFragment): Unit
open fun applyParams(): Unit
open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
open fun buildShader(): Unit
open fun castInt(value: Float): ShaderVar
open fun castInt(value: ShaderVar): ShaderVar
open fun castInt(value: String): ShaderVar
open fun castMat3(value: Float): ShaderVar
open fun castMat3(var: ShaderVar): ShaderVar
open fun castMat4(value: Float): ShaderVar
open fun castMat4(var: ShaderVar): ShaderVar
open fun castVec2(x: Float): ShaderVar
open fun castVec2(x: Float, y: Float): ShaderVar
open fun castVec2(x: String, y: String): ShaderVar
open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
open fun castVec2(x: String): ShaderVar
open fun castVec2(x: ShaderVar): ShaderVar
open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
open fun castVec3(var: String): ShaderVar
open fun castVec3(var: ShaderVar): ShaderVar
open fun castVec4(value: Float): ShaderVar
open fun castVec4(var: ShaderVar): ShaderVar
open fun castVec4(var: String): ShaderVar
open fun castVec4(var: ShaderVar, value: Float): ShaderVar
open fun castVec4(var: String, value: Float): ShaderVar
open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
open fun cos(var: ShaderVar): ShaderVar
open fun discard(): Unit
open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun divide(value1: Float, var2: ShaderVar): ShaderVar
open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun enclose(value: ShaderVar): ShaderVar
open fun endif(): Unit
open fun floor(var: ShaderVar): ShaderVar
open fun getAttributes(): Hashtable<String, ShaderVar>
open fun getConsts(): Hashtable<String, ShaderVar>
open fun getGlobal(var: IGlobalShaderVar): ShaderVar
open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
open fun getGlobals(): Hashtable<String, ShaderVar>
open fun getPreprocessorDirectives(): MutableList<String>
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String): IShaderFragment
open fun getShaderString(): String
open fun getShaderType(): ShaderType
open fun getUniforms(): Hashtable<String, ShaderVar>
open fun getVaryings(): Hashtable<String, ShaderVar>
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: Condition): Unit
open fun ifelseif(condition: Condition): Unit
open fun initialize(): Unit
open fun inversesqrt(var: ShaderVar): ShaderVar
open fun length(var: ShaderVar): ShaderVar
open fun main(): Unit
open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun max(var1: ShaderVar, value2: Float): ShaderVar
open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun min(var1: ShaderVar, value2: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun needsBuild(): Boolean
open fun normalize(value: String): String
open fun normalize(value: ShaderVar): String
open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun radians(var: ShaderVar): ShaderVar
open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder): Unit
open fun setUniform1f(name: String, value: Float): Unit
open fun setUniform1i(name: String, value: Int): Unit
open fun setUniform2fv(name: String, value: FloatArray): Unit
open fun setUniform3fv(name: String, value: FloatArray): Unit
open fun sin(var: ShaderVar): ShaderVar
open fun sqrt(var: ShaderVar): ShaderVar
open fun startif(vararg conditions: Condition): Unit
open fun startif(condition: Condition): Unit
open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
open fun tan(var: ShaderVar): ShaderVar
open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
abstract class AShader : AShaderBase
Module Contents
AShader()
AShader(shaderType: ShaderType)
AShader(shaderType: ShaderType, resourceId: Int)
AShader(shaderType: ShaderType, shaderString: String)
open class Condition
Module Contents
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
open fun getJoinOperator(): Operator
open fun getLeftValue(): ShaderVar
open fun getOperator(): Operator
open fun getRightValue(): String
class Operator
static var SHADER_ID: String
class ShaderType
open fun acos(var: ShaderVar): ShaderVar
open fun addPreprocessorDirective(directive: String): Unit
open fun addShaderFragment(fragment: IShaderFragment): Unit
open fun applyParams(): Unit
open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
open fun buildShader(): Unit
open fun castInt(value: Float): ShaderVar
open fun castInt(value: ShaderVar): ShaderVar
open fun castInt(value: String): ShaderVar
open fun castMat3(value: Float): ShaderVar
open fun castMat3(var: ShaderVar): ShaderVar
open fun castMat4(value: Float): ShaderVar
open fun castMat4(var: ShaderVar): ShaderVar
open fun castVec2(x: Float): ShaderVar
open fun castVec2(x: Float, y: Float): ShaderVar
open fun castVec2(x: String, y: String): ShaderVar
open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
open fun castVec2(x: String): ShaderVar
open fun castVec2(x: ShaderVar): ShaderVar
open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
open fun castVec3(var: String): ShaderVar
open fun castVec3(var: ShaderVar): ShaderVar
open fun castVec4(value: Float): ShaderVar
open fun castVec4(var: ShaderVar): ShaderVar
open fun castVec4(var: String): ShaderVar
open fun castVec4(var: ShaderVar, value: Float): ShaderVar
open fun castVec4(var: String, value: Float): ShaderVar
open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
open fun cos(var: ShaderVar): ShaderVar
open fun discard(): Unit
open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun divide(value1: Float, var2: ShaderVar): ShaderVar
open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun enclose(value: ShaderVar): ShaderVar
open fun endif(): Unit
open fun floor(var: ShaderVar): ShaderVar
open fun getAttributes(): Hashtable<String, ShaderVar>
open fun getConsts(): Hashtable<String, ShaderVar>
open fun getGlobal(var: IGlobalShaderVar): ShaderVar
open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
open fun getGlobals(): Hashtable<String, ShaderVar>
open fun getPreprocessorDirectives(): MutableList<String>
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String): IShaderFragment
open fun getShaderString(): String
open fun getShaderType(): ShaderType
open fun getUniforms(): Hashtable<String, ShaderVar>
open fun getVaryings(): Hashtable<String, ShaderVar>
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: Condition): Unit
open fun ifelseif(condition: Condition): Unit
open fun initialize(): Unit
open fun inversesqrt(var: ShaderVar): ShaderVar
open fun length(var: ShaderVar): ShaderVar
open fun main(): Unit
open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun max(var1: ShaderVar, value2: Float): ShaderVar
open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun min(var1: ShaderVar, value2: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun needsBuild(): Boolean
open fun normalize(value: String): String
open fun normalize(value: ShaderVar): String
open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun radians(var: ShaderVar): ShaderVar
open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder): Unit
open fun setUniform1f(name: String, value: Float): Unit
open fun setUniform1i(name: String, value: Int): Unit
open fun setUniform2fv(name: String, value: FloatArray): Unit
open fun setUniform3fv(name: String, value: FloatArray): Unit
open fun sin(var: ShaderVar): ShaderVar
open fun sqrt(var: ShaderVar): ShaderVar
open fun startif(vararg conditions: Condition): Unit
open fun startif(condition: Condition): Unit
open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
open fun tan(var: ShaderVar): ShaderVar
open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
abstract class AShaderBase
abstract class AShaderBase
abstract class ASingleTexture : ATexture
abstract class ASingleTexture : ATexture
abstract class ASpiral3D : ICurve3D
abstract class ASpiral3D : ICurve3D
abstract class ATexture
abstract class ATexture
abstract class ATextureBlockParser : ABlockParser
abstract class ATextureBlockParser : ABlockParser
abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
abstract class ATextureFragmentShaderFragment : AShader, IShaderFragment
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode
open fun getLookAt(): Vector3
open fun getModelMatrix(): Matrix4
open fun getOrientation(quat: Quaternion): Quaternion
open fun getOrientation(): Quaternion
open fun getPosition(): Vector3
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetToLookAt(): ATransformable3D
open fun resetToLookAt(upAxis: Vector3): ATransformable3D
open fun resetUpAxis(): ATransformable3D
open fun rotate(quat: Quaternion): ATransformable3D
open fun rotate(axis: Vector3, angle: Double): ATransformable3D
open fun rotate(axis: Axis, angle: Double): ATransformable3D
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun rotate(matrix: Matrix4): ATransformable3D
open fun rotateAround(axis: Vector3, angle: Double): Unit
open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3): ATransformable3D
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
open fun setOrientation(quat: Quaternion): ATransformable3D
open fun setPosition(position: Vector3): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotX(rotX: Double): ATransformable3D
open fun setRotY(rotY: Double): ATransformable3D
open fun setRotZ(rotZ: Double): ATransformable3D
open fun setRotation(quat: Quaternion): ATransformable3D
open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
open fun setRotation(axis: Axis, angle: Double): ATransformable3D
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun setRotation(matrix: Matrix4): ATransformable3D
open fun setRotation(rotation: Vector3): ATransformable3D
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
open fun setScale(scale: Vector3): ATransformable3D
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
open fun setScale(scale: Double): ATransformable3D
open fun setScaleX(scale: Double): ATransformable3D
open fun setScaleY(scale: Double): ATransformable3D
open fun setScaleZ(scale: Double): ATransformable3D
open fun setUpAxis(upAxis: Vector3): ATransformable3D
open fun setUpAxis(upAxis: Axis): ATransformable3D
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode
open fun getLookAt(): Vector3
open fun getModelMatrix(): Matrix4
open fun getOrientation(quat: Quaternion): Quaternion
open fun getOrientation(): Quaternion
open fun getPosition(): Vector3
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetToLookAt(): ATransformable3D
open fun resetToLookAt(upAxis: Vector3): ATransformable3D
open fun resetUpAxis(): ATransformable3D
open fun rotate(quat: Quaternion): ATransformable3D
open fun rotate(axis: Vector3, angle: Double): ATransformable3D
open fun rotate(axis: Axis, angle: Double): ATransformable3D
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun rotate(matrix: Matrix4): ATransformable3D
open fun rotateAround(axis: Vector3, angle: Double): Unit
open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3): ATransformable3D
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
open fun setOrientation(quat: Quaternion): ATransformable3D
open fun setPosition(position: Vector3): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotX(rotX: Double): ATransformable3D
open fun setRotY(rotY: Double): ATransformable3D
open fun setRotZ(rotZ: Double): ATransformable3D
open fun setRotation(quat: Quaternion): ATransformable3D
open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
open fun setRotation(axis: Axis, angle: Double): ATransformable3D
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun setRotation(matrix: Matrix4): ATransformable3D
open fun setRotation(rotation: Vector3): ATransformable3D
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
open fun setScale(scale: Vector3): ATransformable3D
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
open fun setScale(scale: Double): ATransformable3D
open fun setScaleX(scale: Double): ATransformable3D
open fun setScaleY(scale: Double): ATransformable3D
open fun setScaleZ(scale: Double): ATransformable3D
open fun setUpAxis(upAxis: Vector3): ATransformable3D
open fun setUpAxis(upAxis: Axis): ATransformable3D
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
abstract class A_nAABBTree : BoundingBox, IGraphNode
Module Contents
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun canMerge(): Boolean
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
open fun removeObject(object: IGraphNodeMember): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember): Unit
abstract class A_nAABBTree : BoundingBox, IGraphNode
Module Contents
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun canMerge(): Boolean
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
open fun removeObject(object: IGraphNodeMember): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember): Unit
open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class AlphaMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class AlphaMapTexture : ASingleTexture
open class AlphaMapTexture : ASingleTexture
open class AlphaMaskMaterialPlugin : IMaterialPlugin
open class AlphaMaskMaterialPlugin : IMaterialPlugin
open class AlphaMaterialPlugin : IMaterialPlugin
open class AlphaMaterialPlugin : IMaterialPlugin
open class AnimatedGIFTexture : ASingleTexture
open class AnimatedGIFTexture : ASingleTexture
abstract class Animation : Playable
abstract class Animation : Playable
abstract class Animation3D : Animation
abstract class Animation3D : Animation
open class AnimationGroup : Animation
open class AnimationGroup : Animation
open class AnimationQueue : AnimationGroup
open class AnimationQueue : AnimationGroup
open class ArcballCamera : Camera
open class ArcballCamera : Camera
open class ArchimedeanSpiral3D : ASpiral3D
open class ArchimedeanSpiral3D : ASpiral3D
open class ArrayUtils
open class ArrayUtils
open class AtcTexture : ACompressedTexture
open class AtcTexture : ACompressedTexture
open class BlendPass : EffectPass
open class BlendPass : EffectPass
open class BlockAnimationSet : ABlockParser
open class BlockAnimationSet : ABlockParser
open class BlockAnimator : ABlockParser
open class BlockAnimator : ABlockParser
open class BlockBitmapTexture : ABlockParser
open class BlockBitmapTexture : ABlockParser
open class BlockCamera : ABlockParser
open class BlockCamera : ABlockParser
open class BlockCommand : ABlockParser
open class BlockCommand : ABlockParser
open class BlockContainer : ABaseObjectBlockParser
open class BlockContainer : ABaseObjectBlockParser
open class BlockCubeTexture : ABlockParser
open class BlockCubeTexture : ABlockParser
open class BlockLight : ABlockParser
open class BlockLight : ABlockParser
open class BlockLightPicker : ABlockParser
open class BlockLightPicker : ABlockParser
open class BlockMeshInstance : AExportableBlockParser
open class BlockMeshInstance : AExportableBlockParser
open class BlockMeshPose : ABlockParser
open class BlockMeshPose : ABlockParser
open class BlockMeshPoseAnimation : ABlockParser
open class BlockMeshPoseAnimation : ABlockParser
open class BlockMetaData : ABlockParser
open class BlockMetaData : ABlockParser
open class BlockNamespace : ABlockParser
open class BlockNamespace : ABlockParser
open class BlockPrimitiveGeometry : ABaseObjectBlockParser
open class BlockPrimitiveGeometry : ABaseObjectBlockParser
open class BlockScene : ABlockParser
open class BlockScene : ABlockParser
open class BlockShadowMethod : ABlockParser
open class BlockShadowMethod : ABlockParser
open class BlockSharedMethod : ABlockParser
open class BlockSharedMethod : ABlockParser
open class BlockSimpleMaterial : ATextureBlockParser
open class BlockSimpleMaterial : ATextureBlockParser
open class BlockSkeleton : ABlockParser
open class BlockSkeleton : ABlockParser
open class BlockSkeletonAnimation : ABlockParser
open class BlockSkeletonAnimation : ABlockParser
open class BlockSkeletonPose : ABlockParser
open class BlockSkeletonPose : ABlockParser
open class BlockSkybox : ABlockParser
open class BlockSkybox : ABlockParser
open class BlockTextureProjector : ABlockParser
open class BlockTextureProjector : ABlockParser
open class BlockTriangleGeometry : ABaseObjectBlockParser
open class BlockTriangleGeometry : ABaseObjectBlockParser
open class BlockUVAnimation : ABlockParser
open class BlockUVAnimation : ABlockParser
open class BloomEffect : APostProcessingEffect
open class BloomEffect : APostProcessingEffect
open class BlurPass : EffectPass
open class BlurPass : EffectPass
open class BoundingBox : IBoundingVolume
open class BoundingBox : IBoundingVolume
open class BoundingSphere : IBoundingVolume
open class BoundingSphere : IBoundingVolume
open class BufferInfo
open class BufferInfo
class BuildConfig
class BuildConfig
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum
open fun getFrustumCorners(points: Array<Vector3>): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getViewMatrix(): Matrix4
open fun isInitialized(): Boolean
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum
open fun getFrustumCorners(points: Array<Vector3>): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getViewMatrix(): Matrix4
open fun isInitialized(): Boolean
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera2D : Camera
open class Camera2D : Camera
open class Capabilities
open class Capabilities
open class CatmullRomCurve3D : ICurve3D
open class CatmullRomCurve3D : ICurve3D
open class ChaseCamera : AObjectCamera
open class ChaseCamera : AObjectCamera
open class ClearMaskPass : APass
open class ClearMaskPass : APass
open class CoalesceAnimation3D : Animation3D
open class CoalesceAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class ColorThresholdPass : EffectPass
open class ColorThresholdPass : EffectPass
open class CompoundCurve3D : ICurve3D
open class CompoundCurve3D : ICurve3D
open class CoordinateTrident : Object3D
open class CoordinateTrident : Object3D
open class CopyPass : Material
open class CopyPass : Material
open class CopyToNewRenderTargetPass : EffectPass
Module Contents
CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class CopyToNewRenderTargetPass : EffectPass
Module Contents
CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class Cube : Object3D
open class Cube : Object3D
open class CubeMapTexture : AMultiTexture
open class CubeMapTexture : AMultiTexture
open class CubicBezierCurve3D : ICurve3D
open class CubicBezierCurve3D : ICurve3D
open class Cylinder : Object3D
open class Cylinder : Object3D
abstract class Daydream : DreamService, IDisplay
abstract class Daydream : DreamService, IDisplay
open class DebugBoundingBox : DebugObject3D
open class DebugBoundingBox : DebugObject3D
open class DebugCamera : DebugObject3D
open class DebugCamera : DebugObject3D
open class DebugLight : DebugObject3D
open class DebugLight : DebugObject3D
open class DebugObject3D : Line3D
open class DebugObject3D : Line3D
abstract class DebugRenderer : Renderer
abstract class DebugRenderer : Renderer
open class DebugVisualizer : Object3D
open class DebugVisualizer : Object3D
open class DecalMaterialPlugin : IMaterialPlugin
open class DecalMaterialPlugin : IMaterialPlugin
open class DepthMaterialPlugin : IMaterialPlugin
open class DepthMaterialPlugin : IMaterialPlugin
open class DepthPass : APass
open class DepthPass : APass
abstract class DiffuseMethod
abstract class DiffuseMethod
open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class DiffuseTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class DirectionalLight : ALight
open class DirectionalLight : ALight
open class Dxt1Texture : ACompressedTexture
open class Dxt1Texture : ACompressedTexture
open class ETC2Util
open class ETC2Util
open class EffectPass : APass
open class EffectPass : APass
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
class OrbitDirection
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
class OrbitDirection
open class EmissionMaterialPlugin : IMaterialPlugin
open class EmissionMaterialPlugin : IMaterialPlugin
open class EmptyGL10 : GL10
Module Contents
EmptyGL10()
open fun glActiveTexture(texture: Int): Unit
open fun glAlphaFunc(func: Int, ref: Float): Unit
open fun glAlphaFuncx(func: Int, ref: Int): Unit
open fun glBindTexture(target: Int, texture: Int): Unit
open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
open fun glClear(mask: Int): Unit
open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glClearDepthf(depth: Float): Unit
open fun glClearDepthx(depth: Int): Unit
open fun glClearStencil(s: Int): Unit
open fun glClientActiveTexture(texture: Int): Unit
open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer): Unit
open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer): Unit
open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
open fun glCullFace(mode: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntArray, offset: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntBuffer): Unit
open fun glDepthFunc(func: Int): Unit
open fun glDepthMask(flag: Boolean): Unit
open fun glDepthRangef(zNear: Float, zFar: Float): Unit
open fun glDepthRangex(zNear: Int, zFar: Int): Unit
open fun glDisable(cap: Int): Unit
open fun glDisableClientState(array: Int): Unit
open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer): Unit
open fun glEnable(cap: Int): Unit
open fun glEnableClientState(array: Int): Unit
open fun glFinish(): Unit
open fun glFlush(): Unit
open fun glFogf(pname: Int, param: Float): Unit
open fun glFogfv(pname: Int, params: FloatArray, offset: Int): Unit
open fun glFogfv(pname: Int, params: FloatBuffer): Unit
open fun glFogx(pname: Int, param: Int): Unit
open fun glFogxv(pname: Int, params: IntArray, offset: Int): Unit
open fun glFogxv(pname: Int, params: IntBuffer): Unit
open fun glFrontFace(mode: Int): Unit
open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glGenTextures(n: Int, textures: IntArray, offset: Int): Unit
open fun glGenTextures(n: Int, textures: IntBuffer): Unit
open fun glGetError(): Int
open fun glGetIntegerv(pname: Int, params: IntArray, offset: Int): Unit
open fun glGetIntegerv(pname: Int, params: IntBuffer): Unit
open fun glGetString(name: Int): String
open fun glHint(target: Int, mode: Int): Unit
open fun glLightModelf(pname: Int, param: Float): Unit
open fun glLightModelfv(pname: Int, params: FloatArray, offset: Int): Unit
open fun glLightModelfv(pname: Int, params: FloatBuffer): Unit
open fun glLightModelx(pname: Int, param: Int): Unit
open fun glLightModelxv(pname: Int, params: IntArray, offset: Int): Unit
open fun glLightModelxv(pname: Int, params: IntBuffer): Unit
open fun glLightf(light: Int, pname: Int, param: Float): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatArray, offset: Int): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatBuffer): Unit
open fun glLightx(light: Int, pname: Int, param: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntArray, offset: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntBuffer): Unit
open fun glLineWidth(width: Float): Unit
open fun glLineWidthx(width: Int): Unit
open fun glLoadIdentity(): Unit
open fun glLoadMatrixf(m: FloatArray, offset: Int): Unit
open fun glLoadMatrixf(m: FloatBuffer): Unit
open fun glLoadMatrixx(m: IntArray, offset: Int): Unit
open fun glLoadMatrixx(m: IntBuffer): Unit
open fun glLogicOp(opcode: Int): Unit
open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatArray, offset: Int): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer): Unit
open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntArray, offset: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer): Unit
open fun glMatrixMode(mode: Int): Unit
open fun glMultMatrixf(m: FloatArray, offset: Int): Unit
open fun glMultMatrixf(m: FloatBuffer): Unit
open fun glMultMatrixx(m: IntArray, offset: Int): Unit
open fun glMultMatrixx(m: IntBuffer): Unit
open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer): Unit
open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glPixelStorei(pname: Int, param: Int): Unit
open fun glPointSize(size: Float): Unit
open fun glPointSizex(size: Int): Unit
open fun glPolygonOffset(factor: Float, units: Float): Unit
open fun glPolygonOffsetx(factor: Int, units: Int): Unit
open fun glPopMatrix(): Unit
open fun glPushMatrix(): Unit
open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
open fun glSampleCoverage(value: Float, invert: Boolean): Unit
open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
open fun glScalef(x: Float, y: Float, z: Float): Unit
open fun glScalex(x: Int, y: Int, z: Int): Unit
open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
open fun glShadeModel(mode: Int): Unit
open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
open fun glStencilMask(mask: Int): Unit
open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray, offset: Int): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer): Unit
open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntArray, offset: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer): Unit
open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer): Unit
open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
open fun glTranslatef(x: Float, y: Float, z: Float): Unit
open fun glTranslatex(x: Int, y: Int, z: Int): Unit
open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class EnvironmentMapFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class Etc1Texture : ACompressedTexture
open class Etc1Texture : ACompressedTexture
open class Etc2Texture : ACompressedTexture
open class Etc2Texture : ACompressedTexture
open class FBXValues
open class FBXValues
open class FXAAPass : EffectPass
open class FXAAPass : EffectPass
open class FirstPersonCamera : AObjectCamera
open class FirstPersonCamera : AObjectCamera
open class FogMaterialPlugin : IMaterialPlugin
open class FogMaterialPlugin : IMaterialPlugin
open class FragmentShader : AShader
open class FragmentShader : AShader
open class Frustum
open class Frustum
open class GLDebugger
open class GLDebugger
open class GLU
Module Contents
GLU()
open static fun gluErrorString(error: Int): String
open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
open class GLU
Module Contents
GLU()
open static fun gluErrorString(error: Int): String
open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
open class Geometry3D
Module Contents
Geometry3D()
static val BYTE_SIZE_BYTES: Int
class BufferType
static val COLOR_BUFFER_KEY: Int
static val FLOAT_SIZE_BYTES: Int
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
static val NORMAL_BUFFER_KEY: Int
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
static val VERTEX_BUFFER_KEY: Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
open static fun concatAllInt(vararg arrays: IntArray): IntArray
open fun copyFromGeometry3D(geom: Geometry3D): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getBoundingSphere(): BoundingSphere
open fun getColorBufferInfo(): BufferInfo
open fun getColors(): FloatBuffer
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
open fun getIndexBufferInfo(): BufferInfo
open fun getIndices(): IntBuffer
open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
open fun getNormalBufferInfo(): BufferInfo
open fun getNormals(): FloatBuffer
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo
open fun getTextureCoords(): FloatBuffer
open fun getVertexBufferInfo(): BufferInfo
open fun getVertices(): FloatBuffer
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
open fun isValid(): Boolean
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray): Unit
open fun setColors(colors: FloatArray, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
open fun setIndices(indices: IntArray): Unit
open fun setIndices(indices: IntArray, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
open fun setNormals(normals: FloatArray): Unit
open fun setNormals(normals: FloatArray, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
open fun setTextureCoords(textureCoords: FloatArray): Unit
open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
open fun setVertices(vertices: FloatArray): Unit
open fun setVertices(vertices: FloatArray, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer): Unit
open fun toString(): String
open fun validateBuffers(): Unit
open class Geometry3D
Module Contents
Geometry3D()
static val BYTE_SIZE_BYTES: Int
class BufferType
static val COLOR_BUFFER_KEY: Int
static val FLOAT_SIZE_BYTES: Int
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
static val NORMAL_BUFFER_KEY: Int
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
static val VERTEX_BUFFER_KEY: Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
open static fun concatAllInt(vararg arrays: IntArray): IntArray
open fun copyFromGeometry3D(geom: Geometry3D): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getBoundingSphere(): BoundingSphere
open fun getColorBufferInfo(): BufferInfo
open fun getColors(): FloatBuffer
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
open fun getIndexBufferInfo(): BufferInfo
open fun getIndices(): IntBuffer
open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
open fun getNormalBufferInfo(): BufferInfo
open fun getNormals(): FloatBuffer
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo
open fun getTextureCoords(): FloatBuffer
open fun getVertexBufferInfo(): BufferInfo
open fun getVertices(): FloatBuffer
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
open fun isValid(): Boolean
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray): Unit
open fun setColors(colors: FloatArray, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
open fun setIndices(indices: IntArray): Unit
open fun setIndices(indices: IntArray, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
open fun setNormals(normals: FloatArray): Unit
open fun setNormals(normals: FloatArray, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
open fun setTextureCoords(textureCoords: FloatArray): Unit
open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
open fun setVertices(vertices: FloatArray): Unit
open fun setVertices(vertices: FloatArray, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer): Unit
open fun toString(): String
open fun validateBuffers(): Unit
open class GreyScalePass : EffectPass
open class GreyScalePass : EffectPass
open class GridFloor : DebugObject3D
open class GridFloor : DebugObject3D
open class HotspotFragmentShader : FragmentShader
open class HotspotMaterial : Material
interface IAnimatedMeshLoader : ILoader
interface IAnimatedMeshLoader : ILoader
interface IAnimationFrame
interface IAnimationFrame
interface IAnimationListener
interface IAnimationListener
interface IAnimationSequence
interface IAnimationSequence
interface IAnimationSequenceLoader : ILoader
interface IAnimationSequenceLoader : ILoader
interface IAsyncLoaderCallback
interface IAsyncLoaderCallback
interface IBoundingVolume
interface IBoundingVolume
interface ICurve3D
interface ICurve3D
interface IDiffuseMethod
interface IDiffuseMethod
interface IDisplay
interface IDisplay
interface IGraphNode
interface IGraphNode
interface IGraphNodeMember
interface IGraphNodeMember
interface ILoader
interface ILoader
interface IMaterialPlugin
interface IMaterialPlugin
interface IMeshLoader : ILoader
interface IMeshLoader : ILoader
interface INode
interface INode
interface INodeVisitor
interface INodeVisitor
interface IObjectPicker
interface IObjectPicker
interface IParser
interface IParser
interface IPass : IPostProcessingComponent
interface IPass : IPostProcessingComponent
interface IPlayable
interface IPlayable
interface IPostProcessingComponent
interface IPostProcessingComponent
interface IPostProcessingEffect : IPostProcessingComponent
interface IPostProcessingEffect : IPostProcessingComponent
interface IRajawaliEglConfigChooser : EGLConfigChooser
interface IRendererPlugin
interface IRendererPlugin
interface IShaderFragment
interface IShaderFragment
interface ISpecularMethod
interface ISpecularMethod
interface ISurface
interface ISurface
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent): Unit
abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface): Unit
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent): Unit
abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface): Unit
class Intersector
Module Contents
Intersector()
static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
class Intersector
Module Contents
Intersector()
static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
open class LambertFragmentShaderFragment : AShader, IShaderFragment
open class LambertFragmentShaderFragment : AShader, IShaderFragment
open class LambertVertexShaderFragment : AShader, IShaderFragment
open class LambertVertexShaderFragment : AShader, IShaderFragment
open class LensFlare
Module Contents
LensFlare(: ASingleTexture, : Int, : Double, : Vector3)
open class FlareInfo
open fun addLensFlare(: ASingleTexture): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3, : Double): Unit
open fun getLensFlares(): ArrayList<FlareInfo>
open fun getPosition(): Vector3
open fun getPositionScreen(): Vector3
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3): Unit
open fun updateLensFlares(): Unit
open class LensFlare
Module Contents
LensFlare(: ASingleTexture, : Int, : Double, : Vector3)
open class FlareInfo
open fun addLensFlare(: ASingleTexture): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3, : Double): Unit
open fun getLensFlares(): ArrayList<FlareInfo>
open fun getPosition(): Vector3
open fun getPositionScreen(): Vector3
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3): Unit
open fun updateLensFlares(): Unit
class LensFlarePlugin : Plugin
class LensFlarePlugin : Plugin
open class LightsFragmentShaderFragment : AShader, IShaderFragment
open class LightsFragmentShaderFragment : AShader, IShaderFragment
open class LightsVertexShaderFragment : AShader, IShaderFragment
open class LightsVertexShaderFragment : AShader, IShaderFragment
open class Line3D : Object3D
open class Line3D : Object3D
open class LinearBezierCurve3D : ICurve3D
open class LinearBezierCurve3D : ICurve3D
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianOutputStream : FilterOutputStream
open class LittleEndianOutputStream : FilterOutputStream
open class Loader3DSMax : AMeshLoader
open class Loader3DSMax : AMeshLoader
open class LoaderAWD : AMeshLoader
open class LoaderAWD : AMeshLoader
open class LoaderFBX : AMeshLoader
open class LoaderFBX : AMeshLoader
open class LoaderGCode : AMeshLoader
open class LoaderGCode : AMeshLoader
open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
open class LoaderMD2 : AMeshLoader, IAnimatedMeshLoader
open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
open class LoaderMD5Anim : ALoader, IAnimationSequenceLoader
open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
open class LoaderMD5Mesh : AMeshLoader, IAnimatedMeshLoader
open class LoaderOBJ : AMeshLoader
open class LoaderOBJ : AMeshLoader
open class LoaderSTL : AMeshLoader
open class LoaderSTL : AMeshLoader
open class LogarithmicSpiral3D : ASpiral3D
open class LogarithmicSpiral3D : ASpiral3D
open class MaskPass : APass
open class MaskPass : APass
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
class PluginInsertLocation
open fun addPlugin(plugin: IMaterialPlugin): Unit
open fun addTexture(texture: ATexture): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture): Unit
open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod
open fun getInverseViewMatrix(): FloatArray
open fun getModelViewMatrix(): FloatArray
open fun getOwnerIdentity(): String
open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
open fun getSpecularMethod(): ISpecularMethod
open fun getTextureList(): ArrayList<ATexture>
open fun getTime(): Float
open fun lightingEnabled(): Boolean
open fun removePlugin(plugin: IMaterialPlugin): Unit
open fun removeTexture(texture: ATexture): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo): Unit
open fun setOwnerIdentity(identity: String): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
class PluginInsertLocation
open fun addPlugin(plugin: IMaterialPlugin): Unit
open fun addTexture(texture: ATexture): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture): Unit
open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod
open fun getInverseViewMatrix(): FloatArray
open fun getModelViewMatrix(): FloatArray
open fun getOwnerIdentity(): String
open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
open fun getSpecularMethod(): ISpecularMethod
open fun getTextureList(): ArrayList<ATexture>
open fun getTime(): Float
open fun lightingEnabled(): Boolean
open fun removePlugin(plugin: IMaterialPlugin): Unit
open fun removeTexture(texture: ATexture): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo): Unit
open fun setOwnerIdentity(identity: String): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class MaterialManager : AResourceManager
open class MaterialManager : AResourceManager
open class MathUtil
open class MathUtil
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class NormalMapFragmentShaderFragment : ATextureFragmentShaderFragment
open class NormalMapTexture : ASingleTexture
open class NormalMapTexture : ASingleTexture
open class NotImplementedParsingException : ParsingException
open class NotImplementedParsingException : ParsingException
open class NotParsableException : ParsingException
open class NotParsableException : ParsingException
class NullRenderer : Renderer
class NullRenderer : Renderer
open class Object3D : ATransformable3D, Comparable<Object3D>, INode
Module Contents
Object3D()
Object3D(name: String)
static val ALPHA: Int
static val BLUE: Int
static val GREEN: Int
static val RED: Int
static val UNPICKABLE: Int
open fun accept(visitor: INodeVisitor): Unit
open fun addChild(child: Object3D): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
open fun clone(copyMaterial: Boolean): Object3D
open fun clone(): Object3D
open fun compareTo(other: Object3D): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getChildAt(index: Int): Object3D
open fun getChildByName(name: String): Object3D
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D
open fun getInverseViewMatrix(): Matrix4
open fun getMaterial(): Material
open fun getModelViewMatrix(): Matrix4
open fun getModelViewProjectionMatrix(): Matrix4
open fun getName(): String
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getWorldPosition(): Vector3
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
open fun reload(): Unit
open fun removeChild(child: Object3D): Boolean
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material): Unit
open fun setName(name: String): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
open class Object3D : ATransformable3D, Comparable<Object3D>, INode
Module Contents
Object3D()
Object3D(name: String)
static val ALPHA: Int
static val BLUE: Int
static val GREEN: Int
static val RED: Int
static val UNPICKABLE: Int
open fun accept(visitor: INodeVisitor): Unit
open fun addChild(child: Object3D): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
open fun clone(copyMaterial: Boolean): Object3D
open fun clone(): Object3D
open fun compareTo(other: Object3D): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getChildAt(index: Int): Object3D
open fun getChildByName(name: String): Object3D
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D
open fun getInverseViewMatrix(): Matrix4
open fun getMaterial(): Material
open fun getModelViewMatrix(): Matrix4
open fun getModelViewProjectionMatrix(): Matrix4
open fun getName(): String
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getWorldPosition(): Vector3
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
open fun reload(): Unit
open fun removeChild(child: Object3D): Boolean
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material): Unit
open fun setName(name: String): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
open class ObjectColorPicker : IObjectPicker
open class ObjectColorPicker : IObjectPicker
open class Octree : A_nAABBTree
open class Octree : A_nAABBTree
interface OnFPSUpdateListener
interface OnFPSUpdateListener
interface OnObjectPickedListener
interface OnObjectPickedListener
open class OrthographicCamera : Camera
open class OrthographicCamera : Camera
open class OutlineEffect : APostProcessingEffect
open class OutlineEffect : APostProcessingEffect
open class PalettedTexture : ACompressedTexture
open class PalettedTexture : ACompressedTexture
open class ParsingException : Exception
open class ParsingException : Exception
open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class PhongFragmentShaderFragment : ATextureFragmentShaderFragment, IShaderFragment
open class PipRenderer : Renderer
open class PipRenderer : Renderer
open class PixelatedPass : EffectPass
open class PixelatedPass : EffectPass
open class Plane
open class Plane
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
abstract class Playable : IPlayable
abstract class Playable : IPlayable
abstract class Plugin : IRendererPlugin
abstract class Plugin : IRendererPlugin
open class PointLight : ALight
open class PointLight : ALight
open class PointSprite : Plane
open class PointSprite : Plane
open class PostProcessingManager
open class PostProcessingManager
open class PvrtcTexture : ACompressedTexture
open class PvrtcTexture : ACompressedTexture
open class QuadraticBezierCurve3D : ICurve3D
open class QuadraticBezierCurve3D : ICurve3D
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
static val NORMALIZATION_TOLERANCE: Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
fun normalize(): Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
static val NORMALIZATION_TOLERANCE: Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
fun normalize(): Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
class RajLog
class RajLog
open class RajawaliEGLConfigChooser : IRajawaliEglConfigChooser
class RawShaderLoader
class RawShaderLoader
open class RayPicker : IObjectPicker
open class RayPicker : IObjectPicker
open class RayPickingVisitor : INodeVisitor
open class RayPickingVisitor : INodeVisitor
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class RenderPass : APass
open class RenderPass : APass
open class RenderTarget
Module Contents
RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTarget(name: String, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String): Unit
open fun clone(): RenderTarget
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTarget
Module Contents
RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTarget(name: String, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String): Unit
open fun clone(): RenderTarget
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTargetCube(name: String, width: Int, height: Int)
open fun getActiveCubeFace(): Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTargetCube(name: String, width: Int, height: Int)
open fun getActiveCubeFace(): Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
open class RenderTargetTexture : ATexture
open class RenderTargetTexture : ATexture
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context)
Renderer(context: Context, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene): Boolean
open fun addMaterial(material: Material): Boolean
open fun addRenderTarget(renderTarget: RenderTarget): Boolean
open fun addScene(scene: Scene): Boolean
open fun addScenes(scenes: MutableCollection<Scene>): Boolean
open fun addTexture(texture: ATexture): Boolean
open fun clearOverrideViewportDimensions(): Unit
open fun getContext(): Context
open fun getCurrentCamera(): Camera
open fun getCurrentScene(): Scene
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget
open fun getScene(scene: Int): Scene
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
open fun onPause(): Unit
open fun onRenderFrame(gl: GL10): Unit
open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
open fun onResume(): Unit
open fun reloadMaterials(): Boolean
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
open fun removeScene(scene: Scene): Boolean
open fun removeTexture(texture: ATexture): Boolean
open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceScene(scene: Scene, location: Int): Boolean
open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceTexture(texture: ATexture): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF
open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface): Unit
open fun setRenderTarget(renderTarget: RenderTarget): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene): Unit
open fun unProject(p: PointF, distance: Float): Vector3
open fun unProject(x: Double, y: Double, z: Double): Vector3
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context)
Renderer(context: Context, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene): Boolean
open fun addMaterial(material: Material): Boolean
open fun addRenderTarget(renderTarget: RenderTarget): Boolean
open fun addScene(scene: Scene): Boolean
open fun addScenes(scenes: MutableCollection<Scene>): Boolean
open fun addTexture(texture: ATexture): Boolean
open fun clearOverrideViewportDimensions(): Unit
open fun getContext(): Context
open fun getCurrentCamera(): Camera
open fun getCurrentScene(): Scene
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget
open fun getScene(scene: Int): Scene
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
open fun onPause(): Unit
open fun onRenderFrame(gl: GL10): Unit
open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
open fun onResume(): Unit
open fun reloadMaterials(): Boolean
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
open fun removeScene(scene: Scene): Boolean
open fun removeTexture(texture: ATexture): Boolean
open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceScene(scene: Scene, location: Int): Boolean
open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceTexture(texture: ATexture): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF
open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface): Unit
open fun setRenderTarget(renderTarget: RenderTarget): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene): Unit
open fun unProject(p: PointF, distance: Float): Vector3
open fun unProject(x: Double, y: Double, z: Double): Vector3
data class ResultConfigChooser
open class RotateAnimation3D : Animation3D
open class RotateAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class SVGPath
open class SVGPath
open class ScaleAnimation3D : Animation3D
open class ScaleAnimation3D : Animation3D
open class ScanlinePass : EffectPass
open class ScanlinePass : EffectPass
open class Scene
Module Contents
Scene(renderer: Renderer)
Scene(renderer: Renderer, type: GRAPH_TYPE)
open fun addAndSwitchCamera(camera: Camera): Boolean
open fun addCamera(camera: Camera): Boolean
open fun addCameras(cameras: MutableCollection<Camera>): Boolean
open fun addChild(child: Object3D): Boolean
open fun addChildAt(child: Object3D, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D>): Boolean
open fun addLight(light: ALight): Boolean
open fun addPlugin(plugin: Plugin): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera
open fun getCamera(camera: Int): Camera
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera>
open fun getChildrenCopy(): ArrayList<Object3D>
open fun getLights(): MutableList<ALight>
open fun getLightsCopy(): ArrayList<ALight>
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin>
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun hasPickerInfo(): Boolean
open fun initScene(): Unit
open fun markLightingDirty(): Unit
open fun registerAnimation(anim: Animation): Boolean
open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera): Boolean
open fun removeChild(child: Object3D): Boolean
open fun removeLight(light: ALight): Boolean
open fun removePlugin(plugin: Plugin): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
open fun replaceCamera(camera: Camera, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceChild(child: Object3D, location: Int): Boolean
open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogParams): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
open fun switchCamera(camera: Camera): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
open class Scene
Module Contents
Scene(renderer: Renderer)
Scene(renderer: Renderer, type: GRAPH_TYPE)
open fun addAndSwitchCamera(camera: Camera): Boolean
open fun addCamera(camera: Camera): Boolean
open fun addCameras(cameras: MutableCollection<Camera>): Boolean
open fun addChild(child: Object3D): Boolean
open fun addChildAt(child: Object3D, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D>): Boolean
open fun addLight(light: ALight): Boolean
open fun addPlugin(plugin: Plugin): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera
open fun getCamera(camera: Int): Camera
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera>
open fun getChildrenCopy(): ArrayList<Object3D>
open fun getLights(): MutableList<ALight>
open fun getLightsCopy(): ArrayList<ALight>
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin>
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun hasPickerInfo(): Boolean
open fun initScene(): Unit
open fun markLightingDirty(): Unit
open fun registerAnimation(anim: Animation): Boolean
open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera): Boolean
open fun removeChild(child: Object3D): Boolean
open fun removeLight(light: ALight): Boolean
open fun removePlugin(plugin: Plugin): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
open fun replaceCamera(camera: Camera, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceChild(child: Object3D, location: Int): Boolean
open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogParams): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
open fun switchCamera(camera: Camera): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
open class SceneGraphBlock
open class SceneGraphBlock
open class ScreenGrab
Module Contents
ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
open static fun saveAsImage(width: Int, height: Int, path: String): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
open class ScreenGrab
Module Contents
ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
open static fun saveAsImage(width: Int, height: Int, path: String): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: UVmapping)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
class UVmapping
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setEffectPass(effectPass: EffectPass): Unit
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: UVmapping)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
class UVmapping
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setEffectPass(effectPass: EffectPass): Unit
open class SepiaPass : EffectPass
open class SepiaPass : EffectPass
open class ShadowEffect : APostProcessingEffect
open class ShadowEffect : APostProcessingEffect
open class ShadowMapMaterial : Material
open class ShadowMapMaterial : Material
open class ShadowMapMaterialPlugin : IMaterialPlugin
open class ShadowMapMaterialPlugin : IMaterialPlugin
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
class ShadowPassType
open fun getShadowMapMaterial(): ShadowMapMaterial
open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
class ShadowPassType
open fun getShadowMapMaterial(): ShadowMapMaterial
open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
abstract class SideBySideRenderer : Renderer
abstract class SideBySideRenderer : Renderer
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
open class BoneVertex
open class BoneWeight
static val MAX_WEIGHTS_PER_VERTEX: Int
var boneIndexes1: FloatArray
var boneIndexes2: FloatArray
var boneWeights1: FloatArray
var boneWeights2: FloatArray
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
var mSkeleton: SkeletalAnimationObject3D
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera): Unit
open fun setSkeleton(skeleton: Object3D): Unit
open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
open class BoneVertex
open class BoneWeight
static val MAX_WEIGHTS_PER_VERTEX: Int
var boneIndexes1: FloatArray
var boneIndexes2: FloatArray
var boneWeights1: FloatArray
var boneWeights2: FloatArray
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
var mSkeleton: SkeletalAnimationObject3D
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera): Unit
open fun setSkeleton(skeleton: Object3D): Unit
open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
open class SkeletalAnimationMaterialPlugin : IMaterialPlugin
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open class SkeletalAnimationException : Exception
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
open fun getAnimationSequence(name: String): SkeletalAnimationSequence
open fun getAnimationSequence(): SkeletalAnimationSequence
open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
open fun getJoint(index: Int): SkeletonJoint
open fun getJoints(): Array<SkeletonJoint>
var mBoneMatricesBufferInfo: BufferInfo
var mInverseBindPoseMatrix: Array<DoubleArray>
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setAnimationSequence(name: String): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
open fun setBindPoseMatrices(bp: DoubleArray): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
open fun setJoints(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setShaderParams(camera: Camera): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
var uBoneMatrix: DoubleArray
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open class SkeletalAnimationException : Exception
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
open fun getAnimationSequence(name: String): SkeletalAnimationSequence
open fun getAnimationSequence(): SkeletalAnimationSequence
open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
open fun getJoint(index: Int): SkeletonJoint
open fun getJoints(): Array<SkeletonJoint>
var mBoneMatricesBufferInfo: BufferInfo
var mInverseBindPoseMatrix: Array<DoubleArray>
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setAnimationSequence(name: String): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
open fun setBindPoseMatrices(bp: DoubleArray): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
open fun setJoints(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setShaderParams(camera: Camera): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
var uBoneMatrix: DoubleArray
open class SkeletalAnimationSequence : IAnimationSequence
open class SkeletalAnimationSequence : IAnimationSequence
open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
open class SkeletalAnimationVertexShaderFragment : AShader, IShaderFragment
open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class SkyTextureFragmentShaderFragment : ATextureFragmentShaderFragment
open class SlerpAnimation3D : Animation3D
open class SlerpAnimation3D : Animation3D
open class SobelPass : EffectPass
open class SobelPass : EffectPass
open class SpecularMapTexture : ASingleTexture
open class SpecularMapTexture : ASingleTexture
abstract class SpecularMethod
abstract class SpecularMethod
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
open class SphereMapTexture : ASingleTexture
open class SphereMapTexture : ASingleTexture
open class SplineTranslateAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class SpotLight : DirectionalLight
open class SpotLight : DirectionalLight
open class SpriteSheetMaterialPlugin : IMaterialPlugin
open class SpriteSheetMaterialPlugin : IMaterialPlugin
open class SquareTerrain : Terrain
open class SquareTerrain : Terrain
open class StreamingTexture : ATexture
open class StreamingTexture : ATexture
abstract class SubRenderer
abstract class SubRenderer
open class SurfaceView : GLSurfaceView, ISurface
open class SurfaceView : GLSurfaceView, ISurface
open class Terrain : Object3D
open class Terrain : Object3D
open class TerrainGenerator
open class TerrainGenerator
open class Texture : ASingleTexture
open class Texture : ASingleTexture
open class TextureAtlas
open class TextureAtlas
class TextureManager : AResourceManager
class TextureManager : AResourceManager
open class TexturePacker
open class TexturePacker
open class TextureView : TextureView, ISurface
open class ThreeDcTexture : ACompressedTexture
open class ThreeDcTexture : ACompressedTexture
open class ToonFragmentShaderFragment : AShader, IShaderFragment
open class ToonFragmentShaderFragment : AShader, IShaderFragment
open class Torus : Object3D
open class Torus : Object3D
open class TranslateAnimation3D : Animation3D
open class TranslateAnimation3D : Animation3D
open class VRActivity : CardboardActivity
abstract class VRRenderer : Renderer, StereoRenderer
open class VRSurfaceView : CardboardView, ISurface
open class Vector2
open class Vector2
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
class Axis
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
@NonNull static val ONE: Vector3
@NonNull static val X: Vector3
@NonNull static val Y: Vector3
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun normalize(): Double
open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
var y: Double
var z: Double
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
class Axis
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
@NonNull static val ONE: Vector3
@NonNull static val X: Vector3
@NonNull static val Y: Vector3
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun normalize(): Double
open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
var y: Double
var z: Double
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationMaterialPlugin : IMaterialPlugin
open class VertexAnimationMaterialPlugin : IMaterialPlugin
open class VertexAnimationObject3D : AAnimationObject3D
open class VertexAnimationObject3D : AAnimationObject3D
open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
open class VertexAnimationVertexShaderFragment : AShader, IShaderFragment
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setLocations(programHandle: Int): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
open fun setNormalMatrix(normalMatrix: FloatArray): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setLocations(programHandle: Int): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
open fun setNormalMatrix(normalMatrix: FloatArray): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
open class VignettePass : EffectPass
open class VignettePass : EffectPass
open class VuforiaManager
abstract class VuforiaRenderer : Renderer
Module Contents
VuforiaRenderer(context: Context, manager: VuforiaManager)
open fun drawVideoBackground(): Unit
open fun foundFrameMarker(markerId: Int, modelViewMatrix: FloatArray): Unit
open fun foundImageMarker(trackableName: String, modelViewMatrix: FloatArray): Unit
open fun getFOV(): Float
open fun getVideoHeight(): Int
open fun getVideoWidth(): Int
open fun initRendering(): Unit
abstract fun noFrameMarkersFound(): Unit
open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
open fun renderFrame(frameBufferId: Int, frameBufferTextureId: Int): Unit
open fun updateRendering(width: Int, height: Int): Unit
abstract class Wallpaper : WallpaperService
abstract class Wallpaper : WallpaperService
abstract class WatchFaceService : Gles2WatchFaceService
abstract class WatchRenderer : Renderer
abstract class WearActivity : WearableActivity
open class WorkaroundScreenQuad : Object3D
open class WorkaroundScreenQuad : Object3D
class WorldParameters
class WorldParameters
package org.rajawali3d
Module Contents
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode
open fun getLookAt(): Vector3
open fun getModelMatrix(): Matrix4
open fun getOrientation(quat: Quaternion): Quaternion
open fun getOrientation(): Quaternion
open fun getPosition(): Vector3
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetToLookAt(): ATransformable3D
open fun resetToLookAt(upAxis: Vector3): ATransformable3D
open fun resetUpAxis(): ATransformable3D
open fun rotate(quat: Quaternion): ATransformable3D
open fun rotate(axis: Vector3, angle: Double): ATransformable3D
open fun rotate(axis: Axis, angle: Double): ATransformable3D
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun rotate(matrix: Matrix4): ATransformable3D
open fun rotateAround(axis: Vector3, angle: Double): Unit
open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3): ATransformable3D
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
open fun setOrientation(quat: Quaternion): ATransformable3D
open fun setPosition(position: Vector3): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotX(rotX: Double): ATransformable3D
open fun setRotY(rotY: Double): ATransformable3D
open fun setRotZ(rotZ: Double): ATransformable3D
open fun setRotation(quat: Quaternion): ATransformable3D
open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
open fun setRotation(axis: Axis, angle: Double): ATransformable3D
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun setRotation(matrix: Matrix4): ATransformable3D
open fun setRotation(rotation: Vector3): ATransformable3D
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
open fun setScale(scale: Vector3): ATransformable3D
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
open fun setScale(scale: Double): ATransformable3D
open fun setScaleX(scale: Double): ATransformable3D
open fun setScaleY(scale: Double): ATransformable3D
open fun setScaleZ(scale: Double): ATransformable3D
open fun setUpAxis(upAxis: Vector3): ATransformable3D
open fun setUpAxis(upAxis: Axis): ATransformable3D
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
abstract class ATransformable3D : IGraphNodeMember
Module Contents
ATransformable3D()
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun disableLookAt(): Unit
open fun enableLookAt(): Unit
open fun getGraphNode(): IGraphNode
open fun getLookAt(): Vector3
open fun getModelMatrix(): Matrix4
open fun getOrientation(quat: Quaternion): Quaternion
open fun getOrientation(): Quaternion
open fun getPosition(): Vector3
open fun getRotX(): Double
open fun getRotY(): Double
open fun getRotZ(): Double
open fun getScale(): Vector3
open fun getScaleX(): Double
open fun getScaleY(): Double
open fun getScaleZ(): Double
open fun getScenePosition(): Vector3
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getX(): Double
open fun getY(): Double
open fun getZ(): Double
open fun isInGraph(): Boolean
open fun isLookAtEnabled(): Boolean
open fun isLookAtValid(): Boolean
open fun isZeroScale(): Boolean
open fun moveForward(units: Double): Unit
open fun moveRight(units: Double): Unit
open fun moveUp(units: Double): Unit
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetToLookAt(): ATransformable3D
open fun resetToLookAt(upAxis: Vector3): ATransformable3D
open fun resetUpAxis(): ATransformable3D
open fun rotate(quat: Quaternion): ATransformable3D
open fun rotate(axis: Vector3, angle: Double): ATransformable3D
open fun rotate(axis: Axis, angle: Double): ATransformable3D
open fun rotate(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun rotate(matrix: Matrix4): ATransformable3D
open fun rotateAround(axis: Vector3, angle: Double): Unit
open fun rotateAround(axis: Vector3, angle: Double, append: Boolean): Unit
open fun setGraphNode(node: IGraphNode, inside: Boolean): Unit
open fun setLookAt(lookAt: Vector3): ATransformable3D
open fun setLookAt(x: Double, y: Double, z: Double): ATransformable3D
open fun setOrientation(quat: Quaternion): ATransformable3D
open fun setPosition(position: Vector3): Unit
open fun setPosition(x: Double, y: Double, z: Double): Unit
open fun setRotX(rotX: Double): ATransformable3D
open fun setRotY(rotY: Double): ATransformable3D
open fun setRotZ(rotZ: Double): ATransformable3D
open fun setRotation(quat: Quaternion): ATransformable3D
open fun setRotation(axis: Vector3, angle: Double): ATransformable3D
open fun setRotation(axis: Axis, angle: Double): ATransformable3D
open fun setRotation(x: Double, y: Double, z: Double, angle: Double): ATransformable3D
open fun setRotation(matrix: Matrix4): ATransformable3D
open fun setRotation(rotation: Vector3): ATransformable3D
open fun setRotation(rotX: Double, rotY: Double, rotZ: Double): ATransformable3D
open fun setScale(scale: Vector3): ATransformable3D
open fun setScale(scaleX: Double, scaleY: Double, scaleZ: Double): ATransformable3D
open fun setScale(scale: Double): ATransformable3D
open fun setScaleX(scale: Double): ATransformable3D
open fun setScaleY(scale: Double): ATransformable3D
open fun setScaleZ(scale: Double): ATransformable3D
open fun setUpAxis(upAxis: Vector3): ATransformable3D
open fun setUpAxis(upAxis: Axis): ATransformable3D
open fun setUpAxis(x: Double, y: Double, z: Double): ATransformable3D
open fun setX(x: Double): Unit
open fun setY(y: Double): Unit
open fun setZ(z: Double): Unit
open class BufferInfo
open class BufferInfo
class BuildConfig
class BuildConfig
open class Geometry3D
Module Contents
Geometry3D()
static val BYTE_SIZE_BYTES: Int
class BufferType
static val COLOR_BUFFER_KEY: Int
static val FLOAT_SIZE_BYTES: Int
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
static val NORMAL_BUFFER_KEY: Int
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
static val VERTEX_BUFFER_KEY: Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
open static fun concatAllInt(vararg arrays: IntArray): IntArray
open fun copyFromGeometry3D(geom: Geometry3D): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getBoundingSphere(): BoundingSphere
open fun getColorBufferInfo(): BufferInfo
open fun getColors(): FloatBuffer
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
open fun getIndexBufferInfo(): BufferInfo
open fun getIndices(): IntBuffer
open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
open fun getNormalBufferInfo(): BufferInfo
open fun getNormals(): FloatBuffer
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo
open fun getTextureCoords(): FloatBuffer
open fun getVertexBufferInfo(): BufferInfo
open fun getVertices(): FloatBuffer
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
open fun isValid(): Boolean
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray): Unit
open fun setColors(colors: FloatArray, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
open fun setIndices(indices: IntArray): Unit
open fun setIndices(indices: IntArray, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
open fun setNormals(normals: FloatArray): Unit
open fun setNormals(normals: FloatArray, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
open fun setTextureCoords(textureCoords: FloatArray): Unit
open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
open fun setVertices(vertices: FloatArray): Unit
open fun setVertices(vertices: FloatArray, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer): Unit
open fun toString(): String
open fun validateBuffers(): Unit
open class Geometry3D
Module Contents
Geometry3D()
static val BYTE_SIZE_BYTES: Int
class BufferType
static val COLOR_BUFFER_KEY: Int
static val FLOAT_SIZE_BYTES: Int
static val INDEX_BUFFER_KEY: Int
static val INT_SIZE_BYTES: Int
static val NORMAL_BUFFER_KEY: Int
static val SHORT_SIZE_BYTES: Int
static val TEXTURE_BUFFER_KEY: Int
static val VERTEX_BUFFER_KEY: Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Int
open fun addBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Int
open fun addFromGeometry3D(offset: Vector3, geometry: Geometry3D, createVBOs: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, resizeBuffer: Boolean): Unit
open fun changeBufferData(bufferInfo: BufferInfo, newData: Buffer, index: Int, size: Int, resizeBuffer: Boolean): Unit
open fun changeBufferUsage(bufferInfo: BufferInfo, usage: Int): Unit
open static fun concatAllFloat(vararg arrays: FloatArray): FloatArray
open static fun concatAllInt(vararg arrays: IntArray): IntArray
open fun copyFromGeometry3D(geom: Geometry3D): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo, type: BufferType, target: Int, usage: Int): Unit
open fun createBuffer(bufferInfo: BufferInfo): Unit
open fun createBuffers(): Unit
open fun createVertexAndNormalBuffersOnly(): Unit
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getBoundingSphere(): BoundingSphere
open fun getColorBufferInfo(): BufferInfo
open fun getColors(): FloatBuffer
open static fun getFloatArrayFromBuffer(buffer: FloatBuffer): FloatArray
open fun getIndexBufferInfo(): BufferInfo
open fun getIndices(): IntBuffer
open static fun getIntArrayFromBuffer(buffer: Buffer): IntArray
open fun getNormalBufferInfo(): BufferInfo
open fun getNormals(): FloatBuffer
open fun getNumIndices(): Int
open fun getNumTriangles(): Int
open fun getNumVertices(): Int
open fun getTexCoordBufferInfo(): BufferInfo
open fun getTextureCoords(): FloatBuffer
open fun getVertexBufferInfo(): BufferInfo
open fun getVertices(): FloatBuffer
open fun hasBoundingBox(): Boolean
open fun hasBoundingSphere(): Boolean
open fun hasNormals(): Boolean
open fun hasTextureCoordinates(): Boolean
open fun isValid(): Boolean
open fun reload(): Unit
open fun setBuffersCreated(created: Boolean): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float): Unit
open fun setColor(r: Float, g: Float, b: Float, a: Float, createNewBuffer: Boolean): Unit
open fun setColorBufferInfo(colorBufferInfo: BufferInfo): Unit
open fun setColors(color: Int): Unit
open fun setColors(colors: FloatArray): Unit
open fun setColors(colors: FloatArray, override: Boolean): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setIndexBufferInfo(indexBufferInfo: BufferInfo): Unit
open fun setIndices(indices: IntArray): Unit
open fun setIndices(indices: IntArray, override: Boolean): Unit
open fun setNormalBufferInfo(normalBufferInfo: BufferInfo): Unit
open fun setNormals(normals: FloatArray): Unit
open fun setNormals(normals: FloatArray, override: Boolean): Unit
open fun setNormals(normals: FloatBuffer): Unit
open fun setNumVertices(numVertices: Int): Unit
open fun setTexCoordBufferInfo(texCoordBufferInfo: BufferInfo): Unit
open fun setTextureCoords(textureCoords: FloatArray): Unit
open fun setTextureCoords(textureCoords: FloatArray, override: Boolean): Unit
open fun setVertexBufferInfo(vertexBufferInfo: BufferInfo): Unit
open fun setVertices(vertices: FloatArray): Unit
open fun setVertices(vertices: FloatArray, override: Boolean): Unit
open fun setVertices(vertices: FloatBuffer): Unit
open fun toString(): String
open fun validateBuffers(): Unit
open class Object3D : ATransformable3D, Comparable<Object3D>, INode
Module Contents
Object3D()
Object3D(name: String)
static val ALPHA: Int
static val BLUE: Int
static val GREEN: Int
static val RED: Int
static val UNPICKABLE: Int
open fun accept(visitor: INodeVisitor): Unit
open fun addChild(child: Object3D): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
open fun clone(copyMaterial: Boolean): Object3D
open fun clone(): Object3D
open fun compareTo(other: Object3D): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getChildAt(index: Int): Object3D
open fun getChildByName(name: String): Object3D
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D
open fun getInverseViewMatrix(): Matrix4
open fun getMaterial(): Material
open fun getModelViewMatrix(): Matrix4
open fun getModelViewProjectionMatrix(): Matrix4
open fun getName(): String
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getWorldPosition(): Vector3
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
open fun reload(): Unit
open fun removeChild(child: Object3D): Boolean
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material): Unit
open fun setName(name: String): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
open class Object3D : ATransformable3D, Comparable<Object3D>, INode
Module Contents
Object3D()
Object3D(name: String)
static val ALPHA: Int
static val BLUE: Int
static val GREEN: Int
static val RED: Int
static val UNPICKABLE: Int
open fun accept(visitor: INodeVisitor): Unit
open fun addChild(child: Object3D): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): Object3D
open fun clone(copyMaterial: Boolean): Object3D
open fun clone(): Object3D
open fun compareTo(other: Object3D): Int
open fun destroy(): Unit
open fun getBoundingBox(): BoundingBox
open fun getChildAt(index: Int): Object3D
open fun getChildByName(name: String): Object3D
open fun getDrawingMode(): Int
open fun getGeometry(): Geometry3D
open fun getInverseViewMatrix(): Matrix4
open fun getMaterial(): Material
open fun getModelViewMatrix(): Matrix4
open fun getModelViewProjectionMatrix(): Matrix4
open fun getName(): String
open fun getNumChildren(): Int
open fun getNumObjects(): Int
open fun getNumTriangles(): Int
open fun getParent(): Object3D
open fun getRenderChildrenAsBatch(): Boolean
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getWorldPosition(): Vector3
open fun hasBoundingVolume(): Boolean
open fun isBackSided(): Boolean
open fun isBlendingEnabled(): Boolean
open fun isContainer(isContainer: Boolean): Unit
open fun isContainer(): Boolean
open fun isDepthMaskEnabled(): Boolean
open fun isDepthTestEnabled(): Boolean
open fun isDestroyed(): Boolean
open fun isDoubleSided(): Boolean
open fun isForcedDepth(): Boolean
open fun isInFrustum(): Boolean
open fun isPartOfBatch(): Boolean
open fun isPickingEnabled(): Boolean
open fun isTransparent(): Boolean
open fun isVisible(): Boolean
open fun reload(): Unit
open fun removeChild(child: Object3D): Boolean
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, sceneMaterial: Material): Unit
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun renderColorPicking(camera: Camera, pickingMaterial: Material): Unit
open fun setAlpha(alpha: Int): Unit
open fun setAlpha(alpha: Float): Unit
open fun setAtlasTile(tileName: String, atlas: TextureAtlas): Unit
open fun setBackSided(backSided: Boolean): Unit
open fun setBlendFunc(sFactor: Int, dFactor: Int): Unit
open fun setBlendingEnabled(value: Boolean): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: Vector3): Unit
open fun setData(vertexBufferInfo: BufferInfo, normalBufferInfo: BufferInfo, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setData(vertices: FloatArray, verticesUsage: Int, normals: FloatArray, normalsUsage: Int, textureCoords: FloatArray, textureCoordsUsage: Int, colors: FloatArray, colorsUsage: Int, indices: IntArray, indicesUsage: Int, createVBOs: Boolean): Unit
open fun setDepthMaskEnabled(value: Boolean): Unit
open fun setDepthTestEnabled(value: Boolean): Unit
open fun setDoubleSided(doubleSided: Boolean): Unit
open fun setDrawingMode(drawingMode: Int): Unit
open fun setForcedDepth(forcedDepth: Boolean): Unit
open fun setFrustumTest(value: Boolean): Unit
open fun setMaterial(material: Material): Unit
open fun setName(name: String): Unit
open fun setPartOfBatch(isPartOfBatch: Boolean): Unit
open fun setPickingColor(colorIndex: Int): Unit
open fun setRenderChildrenAsBatch(renderChildrenAsBatch: Boolean): Unit
open fun setScreenCoordinates(x: Double, y: Double, viewportWidth: Int, viewportHeight: Int, eyeZ: Double): Unit
open fun setShowBoundingVolume(showBoundingVolume: Boolean): Unit
open fun setTransparent(value: Boolean): Unit
open fun setVisible(visible: Boolean): Unit
class WorldParameters
class WorldParameters
package org.rajawali3d.animation
Module Contents
abstract class Animation : Playable
abstract class Animation : Playable
abstract class Animation3D : Animation
abstract class Animation3D : Animation
open class AnimationGroup : Animation
open class AnimationGroup : Animation
open class AnimationQueue : AnimationGroup
open class AnimationQueue : AnimationGroup
open class CoalesceAnimation3D : Animation3D
open class CoalesceAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class ColorAnimation3D : Animation3D
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
class OrbitDirection
open class EllipticalOrbitAnimation3D : Animation3D
Module Contents
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, normal: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, direction: OrbitDirection)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, axis: Axis, angle: Double)
EllipticalOrbitAnimation3D(focalPoint: Vector3, periapsis: Vector3, eccentricity: Double, angle: Double, axis: Axis, direction: OrbitDirection)
class OrbitDirection
interface IAnimationListener
interface IAnimationListener
interface IPlayable
interface IPlayable
abstract class Playable : IPlayable
abstract class Playable : IPlayable
open class RotateAnimation3D : Animation3D
open class RotateAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateAroundAnimation3D : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class RotateOnAxisAnimation : Animation3D
open class ScaleAnimation3D : Animation3D
open class ScaleAnimation3D : Animation3D
open class SlerpAnimation3D : Animation3D
open class SlerpAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class SplineTranslateAnimation3D : Animation3D
open class TranslateAnimation3D : Animation3D
open class TranslateAnimation3D : Animation3D
package org.rajawali3d.animation.mesh
Module Contents
abstract class AAnimationObject3D : Object3D
abstract class AAnimationObject3D : Object3D
interface IAnimationFrame
interface IAnimationFrame
interface IAnimationSequence
interface IAnimationSequence
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
open class BoneVertex
open class BoneWeight
static val MAX_WEIGHTS_PER_VERTEX: Int
var boneIndexes1: FloatArray
var boneIndexes2: FloatArray
var boneWeights1: FloatArray
var boneWeights2: FloatArray
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
var mSkeleton: SkeletalAnimationObject3D
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera): Unit
open fun setSkeleton(skeleton: Object3D): Unit
open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
open class SkeletalAnimationChildObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationChildObject3D()
open class BoneVertex
open class BoneWeight
static val MAX_WEIGHTS_PER_VERTEX: Int
var boneIndexes1: FloatArray
var boneIndexes2: FloatArray
var boneWeights1: FloatArray
var boneWeights2: FloatArray
open fun calculateModelMatrix(parentMatrix: Matrix4): Unit
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationChildObject3D
open fun getMaxBoneWeightsPerVertex(): Int
open fun getNumJoints(): Int
var mSkeleton: SkeletalAnimationObject3D
open fun play(): Unit
open fun prepareBoneWeightsAndIndices(): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setData(vertices: FloatArray, normals: FloatArray, textureCoords: FloatArray, colors: FloatArray, indices: IntArray, createVBOs: Boolean): Unit
open fun setInverseZScale(value: Boolean): Unit
open fun setMaxBoneWeightsPerVertex(maxBoneWeightsPerVertex: Int): Unit
open fun setShaderParams(camera: Camera): Unit
open fun setSkeleton(skeleton: Object3D): Unit
open fun setSkeletonMeshData(vertices: Array<BoneVertex>, weights: Array<BoneWeight>): Unit
open fun setSkeletonMeshData(numVertices: Int, vertices: Array<BoneVertex>, numWeights: Int, weights: Array<BoneWeight>): Unit
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationFrame : IAnimationFrame
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open class SkeletalAnimationException : Exception
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
open fun getAnimationSequence(name: String): SkeletalAnimationSequence
open fun getAnimationSequence(): SkeletalAnimationSequence
open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
open fun getJoint(index: Int): SkeletonJoint
open fun getJoints(): Array<SkeletonJoint>
var mBoneMatricesBufferInfo: BufferInfo
var mInverseBindPoseMatrix: Array<DoubleArray>
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setAnimationSequence(name: String): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
open fun setBindPoseMatrices(bp: DoubleArray): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
open fun setJoints(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setShaderParams(camera: Camera): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
var uBoneMatrix: DoubleArray
open class SkeletalAnimationObject3D : AAnimationObject3D
Module Contents
SkeletalAnimationObject3D()
open class SkeletalAnimationException : Exception
open fun clone(copyMaterial: Boolean): SkeletalAnimationObject3D
open fun clone(copyMaterial: Boolean, cloneChildren: Boolean): SkeletalAnimationObject3D
open fun destroy(): Unit
open fun getAnimationSequence(index: Int): SkeletalAnimationSequence
open fun getAnimationSequence(name: String): SkeletalAnimationSequence
open fun getAnimationSequence(): SkeletalAnimationSequence
open fun getAnimationSequences(): Array<SkeletalAnimationSequence>
open fun getJoint(index: Int): SkeletonJoint
open fun getJoints(): Array<SkeletonJoint>
var mBoneMatricesBufferInfo: BufferInfo
var mInverseBindPoseMatrix: Array<DoubleArray>
open fun play(): Unit
open fun reload(): Unit
open fun render(camera: Camera, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setAllBindPoseMatrices(bp: DoubleArray, invbp: Array<DoubleArray>): Unit
open fun setAnimationSequence(sequence: SkeletalAnimationSequence): Unit
open fun setAnimationSequence(name: String): Boolean
open fun setAnimationSequence(index: Int): Boolean
open fun setAnimationSequences(sequences: Array<SkeletalAnimationSequence>): Unit
open fun setBindPoseMatrices(bp: DoubleArray): Unit
open fun setInverseBindPoseMatrices(invbp: Array<DoubleArray>): Unit
open fun setJoints(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setJointsWithInverseBindPoseMatrices(joints: Array<SkeletonJoint>): Unit
open fun setShaderParams(camera: Camera): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int): Unit
open fun transitionToAnimationSequence(sequence: SkeletalAnimationSequence, duration: Int, interpolator: Interpolator): Unit
open fun transitionToAnimationSequence(name: String, duration: Int): Boolean
open fun transitionToAnimationSequence(name: String, duration: Int, interpolator: Interpolator): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int): Boolean
open fun transitionToAnimationSequence(index: Int, duration: Int, interpolator: Interpolator): Boolean
var uBoneMatrix: DoubleArray
open class SkeletalAnimationSequence : IAnimationSequence
open class SkeletalAnimationSequence : IAnimationSequence
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationFrame : IAnimationFrame
open class VertexAnimationObject3D : AAnimationObject3D
open class VertexAnimationObject3D : AAnimationObject3D
package org.rajawali3d.bounds
package org.rajawali3d.cameras
Module Contents
abstract class AObjectCamera : Camera
abstract class AObjectCamera : Camera
open class ArcballCamera : Camera
open class ArcballCamera : Camera
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum
open fun getFrustumCorners(points: Array<Vector3>): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getViewMatrix(): Matrix4
open fun isInitialized(): Boolean
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera : ATransformable3D
Module Contents
Camera()
open fun clone(): Camera
open fun getFarPlane(): Double
open fun getFieldOfView(): Double
open fun getFrustum(): Frustum
open fun getFrustumCorners(points: Array<Vector3>): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean): Unit
open fun getFrustumCorners(points: Array<Vector3>, transformed: Boolean, inverse: Boolean): Unit
open fun getNearPlane(): Double
open fun getProjectionMatrix(): Matrix4
open fun getTransformedBoundingVolume(): IBoundingVolume
open fun getViewMatrix(): Matrix4
open fun isInitialized(): Boolean
open fun onRecalculateModelMatrix(parentMatrix: Matrix4): Boolean
open fun resetCameraOrientation(): Unit
open fun setCameraOrientation(quaternion: Quaternion): Unit
open fun setCameraPitch(angle: Double): Unit
open fun setCameraRoll(angle: Double): Unit
open fun setCameraYaw(angle: Double): Unit
open fun setFarPlane(farPlane: Double): Unit
open fun setFieldOfView(fieldOfView: Double): Unit
open fun setNearPlane(nearPlane: Double): Unit
open fun setProjectionMatrix(matrix: Matrix4): Unit
open fun setProjectionMatrix(width: Int, height: Int): Unit
open fun setProjectionMatrix(fieldOfView: Double, width: Int, height: Int): Unit
open fun updateFrustum(invVPMatrix: Matrix4): Unit
open fun updatePerspective(left: Double, right: Double, bottom: Double, top: Double): Unit
open fun updatePerspective(fovX: Double, fovY: Double): Unit
open class Camera2D : Camera
open class Camera2D : Camera
open class ChaseCamera : AObjectCamera
open class ChaseCamera : AObjectCamera
open class FirstPersonCamera : AObjectCamera
open class FirstPersonCamera : AObjectCamera
open class Frustum
open class Frustum
open class OrthographicCamera : Camera
open class OrthographicCamera : Camera
package org.rajawali3d.curves
package org.rajawali3d.debug
package org.rajawali3d.extras
Module Contents
open class LensFlare
Module Contents
LensFlare(: ASingleTexture, : Int, : Double, : Vector3)
open class FlareInfo
open fun addLensFlare(: ASingleTexture): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3, : Double): Unit
open fun getLensFlares(): ArrayList<FlareInfo>
open fun getPosition(): Vector3
open fun getPositionScreen(): Vector3
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3): Unit
open fun updateLensFlares(): Unit
open class LensFlare
Module Contents
LensFlare(: ASingleTexture, : Int, : Double, : Vector3)
open class FlareInfo
open fun addLensFlare(: ASingleTexture): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3): Unit
open fun addLensFlare(: ASingleTexture, : Int, : Double, : Vector3, : Double): Unit
open fun getLensFlares(): ArrayList<FlareInfo>
open fun getPosition(): Vector3
open fun getPositionScreen(): Vector3
open fun setPosition(: Double, : Double, : Double): Unit
open fun setPosition(: Vector3): Unit
open fun setPositionScreen(: Double, : Double, : Double): Unit
open fun setPositionScreen(: Vector3): Unit
open fun updateLensFlares(): Unit
package org.rajawali3d.lights
package org.rajawali3d.loader
package org.rajawali3d.loader.async
package org.rajawali3d.loader.awd
package org.rajawali3d.loader.awd.exceptions
package org.rajawali3d.loader.fbx
package org.rajawali3d.loader.md5
package org.rajawali3d.materials
Module Contents
abstract class AResourceManager
abstract class AResourceManager
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
class PluginInsertLocation
open fun addPlugin(plugin: IMaterialPlugin): Unit
open fun addTexture(texture: ATexture): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture): Unit
open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod
open fun getInverseViewMatrix(): FloatArray
open fun getModelViewMatrix(): FloatArray
open fun getOwnerIdentity(): String
open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
open fun getSpecularMethod(): ISpecularMethod
open fun getTextureList(): ArrayList<ATexture>
open fun getTime(): Float
open fun lightingEnabled(): Boolean
open fun removePlugin(plugin: IMaterialPlugin): Unit
open fun removeTexture(texture: ATexture): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo): Unit
open fun setOwnerIdentity(identity: String): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class Material
Module Contents
Material()
Material(deferCapabilitiesCheck: Boolean)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader)
Material(customVertexShader: VertexShader, customFragmentShader: FragmentShader, deferCapabilitiesCheck: Boolean)
class PluginInsertLocation
open fun addPlugin(plugin: IMaterialPlugin): Unit
open fun addTexture(texture: ATexture): Unit
open fun applyParams(): Unit
open fun bindTextureByName(index: Int, texture: ATexture): Unit
open fun bindTextureByName(name: String, index: Int, texture: ATexture): Unit
open fun bindTextures(): Unit
open fun copyTexturesTo(material: Material): Unit
open fun enableLighting(value: Boolean): Unit
open fun enableTime(value: Boolean): Unit
open fun getAmbientColor(): Int
open fun getColor(): Int
open fun getColorInfluence(): Float
open fun getDiffuseMethod(): IDiffuseMethod
open fun getInverseViewMatrix(): FloatArray
open fun getModelViewMatrix(): FloatArray
open fun getOwnerIdentity(): String
open fun getPlugin(pluginClass: Class<*>): IMaterialPlugin
open fun getSpecularMethod(): ISpecularMethod
open fun getTextureList(): ArrayList<ATexture>
open fun getTime(): Float
open fun lightingEnabled(): Boolean
open fun removePlugin(plugin: IMaterialPlugin): Unit
open fun removeTexture(texture: ATexture): Unit
open fun setAmbientColor(color: Int): Unit
open fun setAmbientColor(color: FloatArray): Unit
open fun setAmbientIntensity(r: Double, g: Double, b: Double): Unit
open fun setAmbientIntensity(r: Float, g: Float, b: Float): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setColorInfluence(influence: Float): Unit
open fun setCurrentObject(currentObject: Object3D): Unit
open fun setDiffuseMethod(diffuseMethod: IDiffuseMethod): Unit
open fun setInverseViewMatrix(inverseViewMatrix: Matrix4): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setMVPMatrix(mvpMatrix: Matrix4): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: Matrix4): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(bufferInfo: BufferInfo): Unit
open fun setOwnerIdentity(identity: String): Unit
open fun setSpecularMethod(specularMethod: ISpecularMethod): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(bufferInfo: BufferInfo): Unit
open fun setTextureHandleForName(@NonNull name: String): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(bufferInfo: BufferInfo): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(bufferInfo: BufferInfo): Unit
open fun timeEnabled(): Boolean
open fun unbindTextures(): Unit
open fun unsetCurrentObject(currentObject: Object3D): Unit
open fun useProgram(): Unit
open fun useVertexColors(value: Boolean): Unit
open fun usingVertexColors(): Boolean
open class MaterialManager : AResourceManager
open class MaterialManager : AResourceManager
package org.rajawali3d.materials.methods
package org.rajawali3d.materials.plugins
package org.rajawali3d.materials.shaders
Module Contents
abstract class AShader : AShaderBase
Module Contents
AShader()
AShader(shaderType: ShaderType)
AShader(shaderType: ShaderType, resourceId: Int)
AShader(shaderType: ShaderType, shaderString: String)
open class Condition
Module Contents
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
open fun getJoinOperator(): Operator
open fun getLeftValue(): ShaderVar
open fun getOperator(): Operator
open fun getRightValue(): String
class Operator
static var SHADER_ID: String
class ShaderType
open fun acos(var: ShaderVar): ShaderVar
open fun addPreprocessorDirective(directive: String): Unit
open fun addShaderFragment(fragment: IShaderFragment): Unit
open fun applyParams(): Unit
open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
open fun buildShader(): Unit
open fun castInt(value: Float): ShaderVar
open fun castInt(value: ShaderVar): ShaderVar
open fun castInt(value: String): ShaderVar
open fun castMat3(value: Float): ShaderVar
open fun castMat3(var: ShaderVar): ShaderVar
open fun castMat4(value: Float): ShaderVar
open fun castMat4(var: ShaderVar): ShaderVar
open fun castVec2(x: Float): ShaderVar
open fun castVec2(x: Float, y: Float): ShaderVar
open fun castVec2(x: String, y: String): ShaderVar
open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
open fun castVec2(x: String): ShaderVar
open fun castVec2(x: ShaderVar): ShaderVar
open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
open fun castVec3(var: String): ShaderVar
open fun castVec3(var: ShaderVar): ShaderVar
open fun castVec4(value: Float): ShaderVar
open fun castVec4(var: ShaderVar): ShaderVar
open fun castVec4(var: String): ShaderVar
open fun castVec4(var: ShaderVar, value: Float): ShaderVar
open fun castVec4(var: String, value: Float): ShaderVar
open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
open fun cos(var: ShaderVar): ShaderVar
open fun discard(): Unit
open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun divide(value1: Float, var2: ShaderVar): ShaderVar
open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun enclose(value: ShaderVar): ShaderVar
open fun endif(): Unit
open fun floor(var: ShaderVar): ShaderVar
open fun getAttributes(): Hashtable<String, ShaderVar>
open fun getConsts(): Hashtable<String, ShaderVar>
open fun getGlobal(var: IGlobalShaderVar): ShaderVar
open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
open fun getGlobals(): Hashtable<String, ShaderVar>
open fun getPreprocessorDirectives(): MutableList<String>
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String): IShaderFragment
open fun getShaderString(): String
open fun getShaderType(): ShaderType
open fun getUniforms(): Hashtable<String, ShaderVar>
open fun getVaryings(): Hashtable<String, ShaderVar>
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: Condition): Unit
open fun ifelseif(condition: Condition): Unit
open fun initialize(): Unit
open fun inversesqrt(var: ShaderVar): ShaderVar
open fun length(var: ShaderVar): ShaderVar
open fun main(): Unit
open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun max(var1: ShaderVar, value2: Float): ShaderVar
open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun min(var1: ShaderVar, value2: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun needsBuild(): Boolean
open fun normalize(value: String): String
open fun normalize(value: ShaderVar): String
open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun radians(var: ShaderVar): ShaderVar
open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder): Unit
open fun setUniform1f(name: String, value: Float): Unit
open fun setUniform1i(name: String, value: Int): Unit
open fun setUniform2fv(name: String, value: FloatArray): Unit
open fun setUniform3fv(name: String, value: FloatArray): Unit
open fun sin(var: ShaderVar): ShaderVar
open fun sqrt(var: ShaderVar): ShaderVar
open fun startif(vararg conditions: Condition): Unit
open fun startif(condition: Condition): Unit
open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
open fun tan(var: ShaderVar): ShaderVar
open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
abstract class AShader : AShaderBase
Module Contents
AShader()
AShader(shaderType: ShaderType)
AShader(shaderType: ShaderType, resourceId: Int)
AShader(shaderType: ShaderType, shaderString: String)
open class Condition
Module Contents
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(joinOperator: Operator, leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: String)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: ShaderVar)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Float)
Condition(leftValue: ShaderVar, operator: Operator, rightValue: Boolean)
open fun getJoinOperator(): Operator
open fun getLeftValue(): ShaderVar
open fun getOperator(): Operator
open fun getRightValue(): String
class Operator
static var SHADER_ID: String
class ShaderType
open fun acos(var: ShaderVar): ShaderVar
open fun addPreprocessorDirective(directive: String): Unit
open fun addShaderFragment(fragment: IShaderFragment): Unit
open fun applyParams(): Unit
open fun atan(y: ShaderVar, x: ShaderVar): ShaderVar
open fun buildShader(): Unit
open fun castInt(value: Float): ShaderVar
open fun castInt(value: ShaderVar): ShaderVar
open fun castInt(value: String): ShaderVar
open fun castMat3(value: Float): ShaderVar
open fun castMat3(var: ShaderVar): ShaderVar
open fun castMat4(value: Float): ShaderVar
open fun castMat4(var: ShaderVar): ShaderVar
open fun castVec2(x: Float): ShaderVar
open fun castVec2(x: Float, y: Float): ShaderVar
open fun castVec2(x: String, y: String): ShaderVar
open fun castVec2(x: ShaderVar, y: ShaderVar): ShaderVar
open fun castVec2(x: String): ShaderVar
open fun castVec2(x: ShaderVar): ShaderVar
open fun castVec3(x: Float, y: Float, z: Float): ShaderVar
open fun castVec3(x: ShaderVar, y: ShaderVar, z: ShaderVar): ShaderVar
open fun castVec3(var: String): ShaderVar
open fun castVec3(var: ShaderVar): ShaderVar
open fun castVec4(value: Float): ShaderVar
open fun castVec4(var: ShaderVar): ShaderVar
open fun castVec4(var: String): ShaderVar
open fun castVec4(var: ShaderVar, value: Float): ShaderVar
open fun castVec4(var: String, value: Float): ShaderVar
open fun clamp(var: ShaderVar, value1: Float, value2: Float): ShaderVar
open fun cos(var: ShaderVar): ShaderVar
open fun discard(): Unit
open fun distance(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun divide(value1: Float, var2: ShaderVar): ShaderVar
open fun divide(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun dot(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun enclose(value: ShaderVar): ShaderVar
open fun endif(): Unit
open fun floor(var: ShaderVar): ShaderVar
open fun getAttributes(): Hashtable<String, ShaderVar>
open fun getConsts(): Hashtable<String, ShaderVar>
open fun getGlobal(var: IGlobalShaderVar): ShaderVar
open fun getGlobal(var: IGlobalShaderVar, index: Int): ShaderVar
open fun getGlobals(): Hashtable<String, ShaderVar>
open fun getPreprocessorDirectives(): MutableList<String>
open fun getProgramHandle(): Int
open fun getShaderFragment(shaderId: String): IShaderFragment
open fun getShaderString(): String
open fun getShaderType(): ShaderType
open fun getUniforms(): Hashtable<String, ShaderVar>
open fun getVaryings(): Hashtable<String, ShaderVar>
open fun ifelse(): Unit
open fun ifelseif(vararg conditions: Condition): Unit
open fun ifelseif(condition: Condition): Unit
open fun initialize(): Unit
open fun inversesqrt(var: ShaderVar): ShaderVar
open fun length(var: ShaderVar): ShaderVar
open fun main(): Unit
open fun max(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun max(var1: ShaderVar, value2: Float): ShaderVar
open fun min(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun min(var1: ShaderVar, value2: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, value: Float): ShaderVar
open fun mix(var1: ShaderVar, var2: ShaderVar, var3: ShaderVar): ShaderVar
open fun mod(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun multiply(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun needsBuild(): Boolean
open fun normalize(value: String): String
open fun normalize(value: ShaderVar): String
open fun pow(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun radians(var: ShaderVar): ShaderVar
open fun reflect(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun setLocations(programHandle: Int): Unit
open fun setNeedsBuild(needsBuild: Boolean): Unit
open fun setStringBuilder(stringBuilder: StringBuilder): Unit
open fun setUniform1f(name: String, value: Float): Unit
open fun setUniform1i(name: String, value: Int): Unit
open fun setUniform2fv(name: String, value: FloatArray): Unit
open fun setUniform3fv(name: String, value: FloatArray): Unit
open fun sin(var: ShaderVar): ShaderVar
open fun sqrt(var: ShaderVar): ShaderVar
open fun startif(vararg conditions: Condition): Unit
open fun startif(condition: Condition): Unit
open fun subtract(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun subtract(value1: Float, var2: ShaderVar): ShaderVar
open fun tan(var: ShaderVar): ShaderVar
open fun texture1D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun texture2DProj(var1: ShaderVar, var2: ShaderVar): RVec4
open fun texture3D(var1: ShaderVar, var2: ShaderVar): ShaderVar
open fun textureCube(var1: ShaderVar, var2: ShaderVar): ShaderVar
abstract class AShaderBase
abstract class AShaderBase
open class FragmentShader : AShader
open class FragmentShader : AShader
interface IShaderFragment
interface IShaderFragment
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setLocations(programHandle: Int): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
open fun setNormalMatrix(normalMatrix: FloatArray): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
open class VertexShader : AShader
Module Contents
VertexShader()
VertexShader(resourceId: Int)
VertexShader(shaderString: String)
open fun applyParams(): Unit
open fun enableTime(value: Boolean): Unit
open fun getColor(): Int
open fun hasCubeMaps(value: Boolean): Unit
open fun hasSkyTexture(value: Boolean): Unit
open fun initialize(): Unit
open fun main(): Unit
open fun setColor(color: Int): Unit
open fun setColor(color: FloatArray): Unit
open fun setInverseViewMatrix(inverseViewMatrix: FloatArray): Unit
open fun setLights(lights: MutableList<ALight>): Unit
open fun setLocations(programHandle: Int): Unit
open fun setMVPMatrix(mvpMatrix: FloatArray): Unit
open fun setModelMatrix(modelMatrix: Matrix4): Unit
open fun setModelViewMatrix(modelViewMatrix: FloatArray): Unit
open fun setNormalMatrix(normalMatrix: FloatArray): Unit
open fun setNormals(normalBufferHandle: Int): Unit
open fun setNormals(normalBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int): Unit
open fun setTextureCoords(textureCoordBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setTime(time: Float): Unit
open fun setVertexColors(vertexColorBufferHandle: Int): Unit
open fun setVertexColors(vertexColorBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun setVertices(vertexBufferHandle: Int): Unit
open fun setVertices(vertexBufferHandle: Int, type: Int, stride: Int, offset: Int): Unit
open fun useVertexColors(value: Boolean): Unit
package org.rajawali3d.materials.shaders.fragments
package org.rajawali3d.materials.shaders.fragments.animation
package org.rajawali3d.materials.shaders.fragments.diffuse
package org.rajawali3d.materials.shaders.fragments.effects
package org.rajawali3d.materials.shaders.fragments.specular
package org.rajawali3d.materials.shaders.fragments.texture
package org.rajawali3d.materials.textures
package org.rajawali3d.materials.textures.utils
package org.rajawali3d.math
Module Contents
open class MathUtil
open class MathUtil
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
open class Matrix
Module Contents
Matrix()
open static fun frustumM(m: DoubleArray, offset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun invertM(mInv: DoubleArray, mInvOffset: Int, m: DoubleArray, mOffset: Int): Boolean
open static fun length(x: Double, y: Double, z: Double): Double
open static fun multiplyMM(result: DoubleArray, resultOffset: Int, lhs: DoubleArray, lhsOffset: Int, rhs: DoubleArray, rhsOffset: Int): Unit
open static fun multiplyMV(resultVec: DoubleArray, resultVecOffset: Int, lhsMat: DoubleArray, lhsMatOffset: Int, rhsVec: DoubleArray, rhsVecOffset: Int): Unit
open static fun orthoM(m: DoubleArray, mOffset: Int, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
open static fun perspectiveM(m: DoubleArray, offset: Int, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun rotateM(rm: DoubleArray, rmOffset: Int, m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun rotateM(m: DoubleArray, mOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun scaleM(sm: DoubleArray, smOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun scaleM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setIdentityM(sm: DoubleArray, smOffset: Int): Unit
open static fun setLookAtM(rm: DoubleArray, rmOffset: Int, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun setRotateEulerM(rm: DoubleArray, rmOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun setRotateM(rm: DoubleArray, rmOffset: Int, a: Double, x: Double, y: Double, z: Double): Unit
open static fun translateM(tm: DoubleArray, tmOffset: Int, m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun translateM(m: DoubleArray, mOffset: Int, x: Double, y: Double, z: Double): Unit
open static fun transposeM(mTrans: DoubleArray, mTransOffset: Int, m: DoubleArray, mOffset: Int): Unit
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
class Matrix4 : Cloneable
Module Contents
Matrix4()
Matrix4(@NonNull matrix: Matrix4)
Matrix4(@NonNull matrix: DoubleArray)
Matrix4(@NonNull matrix: FloatArray)
Matrix4(@NonNull quat: Quaternion)
static val M00: Int
static val M01: Int
static val M02: Int
static val M03: Int
static val M10: Int
static val M11: Int
static val M12: Int
static val M13: Int
static val M20: Int
static val M21: Int
static val M22: Int
static val M23: Int
static val M30: Int
static val M31: Int
static val M32: Int
static val M33: Int
@NonNull fun add(@NonNull matrix: Matrix4): Matrix4
@NonNull fun clone(): Matrix4
@NonNull static fun createRotationMatrix(@NonNull quat: Quaternion): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull static fun createRotationMatrix(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull static fun createScaleMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createScaleMatrix(x: Double, y: Double, z: Double): Matrix4
@NonNull static fun createTranslationMatrix(@NonNull vec: Vector3): Matrix4
@NonNull static fun createTranslationMatrix(x: Double, y: Double, z: Double): Matrix4
fun determinant(): Double
fun equals(other: Any?): Boolean
@NonNull fun getDoubleValues(): DoubleArray
@NonNull fun getFloatValues(): FloatArray
@NonNull fun getScaling(): Vector3
@NonNull fun getScaling(@NonNull vec: Vector3): Vector3
@NonNull fun getTranslation(): Vector3
@NonNull fun getTranslation(vec: Vector3): Vector3
fun hashCode(): Int
@NonNull fun identity(): Matrix4
@NonNull fun inverse(): Matrix4
@NonNull fun leftMultiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun lerp(@NonNull matrix: Matrix4, t: Double): Matrix4
@NonNull fun multiply(@NonNull matrix: Matrix4): Matrix4
@NonNull fun multiply(value: Double): Matrix4
@NonNull fun negTranslate(@NonNull vec: Vector3): Matrix4
@NonNull fun projectAndCreateVector(@NonNull vec: Vector3): Vector3
@NonNull fun projectVector(@NonNull vec: Vector3): Vector3
@NonNull fun rotate(@NonNull quat: Quaternion): Matrix4
@NonNull fun rotate(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun rotate(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun rotate(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun rotate(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
fun rotateVector(@NonNull vec: Vector3): Unit
@NonNull fun scale(@NonNull vec: Vector3): Matrix4
@NonNull fun scale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun scale(s: Double): Matrix4
@NonNull fun setAll(@NonNull matrix: Matrix4): Matrix4
@NonNull fun setAll(@NonNull matrix: DoubleArray): Matrix4
@NonNull fun setAll(@NonNull matrix: FloatArray): Matrix4
@NonNull fun setAll(@NonNull quat: Quaternion): Matrix4
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Matrix4
@NonNull fun setAll(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3, @NonNull pos: Vector3): Matrix4
@NonNull fun setAll(@NonNull position: Vector3, @NonNull scale: Vector3, @NonNull rotation: Quaternion): Matrix4
@NonNull fun setCoordinateZoom(zoom: Double): Matrix4
@NonNull fun setToLookAt(@NonNull direction: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToLookAt(@NonNull position: Vector3, @NonNull target: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setToNormalMatrix(): Matrix4
@NonNull fun setToOrthographic(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double): Matrix4
@NonNull fun setToOrthographic2D(x: Double, y: Double, width: Double, height: Double, near: Double, far: Double): Matrix4
@NonNull fun setToPerspective(near: Double, far: Double, fov: Double, aspect: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Vector3, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull axis: Axis, angle: Double): Matrix4
@NonNull fun setToRotation(x: Double, y: Double, z: Double, angle: Double): Matrix4
@NonNull fun setToRotation(@NonNull v1: Vector3, @NonNull v2: Vector3): Matrix4
@NonNull fun setToRotation(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Matrix4
@NonNull fun setToRotation(yaw: Double, pitch: Double, roll: Double): Matrix4
@NonNull fun setToScale(@NonNull vec: Vector3): Matrix4
@NonNull fun setToScale(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setToTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun setToTranslationAndScaling(@NonNull translation: Vector3, @NonNull scaling: Vector3): Matrix4
@NonNull fun setToTranslationAndScaling(tx: Double, ty: Double, tz: Double, sx: Double, sy: Double, sz: Double): Matrix4
@NonNull fun setToWorld(@NonNull position: Vector3, @NonNull forward: Vector3, @NonNull up: Vector3): Matrix4
@NonNull fun setTranslation(@NonNull vec: Vector3): Matrix4
@NonNull fun setTranslation(x: Double, y: Double, z: Double): Matrix4
@NonNull fun subtract(@NonNull matrix: Matrix4): Matrix4
fun toArray(@NonNull doubleArray: DoubleArray): Unit
fun toFloatArray(@NonNull floatArray: FloatArray): Unit
@NonNull fun toString(): String
@NonNull fun translate(@NonNull vec: Vector3): Matrix4
@NonNull fun translate(x: Double, y: Double, z: Double): Matrix4
@NonNull fun transpose(): Matrix4
@NonNull fun zero(): Matrix4
open class Plane
open class Plane
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
static val NORMALIZATION_TOLERANCE: Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
fun normalize(): Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
class Quaternion : Cloneable
Module Contents
Quaternion()
Quaternion(w: Double, x: Double, y: Double, z: Double)
Quaternion(@NonNull quat: Quaternion)
Quaternion(@NonNull axis: Vector3, angle: Double)
static val NORMALIZATION_TOLERANCE: Double
static val PARALLEL_TOLERANCE: Double
@NonNull fun add(@NonNull quat: Quaternion): Quaternion
fun angleBetween(@NonNull other: Quaternion): Double
@NonNull fun clone(): Quaternion
@NonNull fun computeW(): Quaternion
@NonNull fun conjugate(): Quaternion
@NonNull static fun createFromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
fun dot(@NonNull other: Quaternion): Double
fun equals(other: Any?): Boolean
fun equals(@NonNull other: Quaternion, tolerance: Double): Boolean
@NonNull fun exp(): Quaternion
@NonNull fun expAndCreate(): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Axis, angle: Double): Quaternion
@NonNull fun fromAngleAxis(@NonNull axis: Vector3, angle: Double): Quaternion
@NonNull fun fromAngleAxis(x: Double, y: Double, z: Double, angle: Double): Quaternion
@NonNull fun fromAxes(@NonNull xAxis: Vector3, @NonNull yAxis: Vector3, @NonNull zAxis: Vector3): Quaternion
@NonNull fun fromAxes(xx: Double, xy: Double, xz: Double, yx: Double, yy: Double, yz: Double, zx: Double, zy: Double, zz: Double): Quaternion
@NonNull fun fromEuler(yaw: Double, pitch: Double, roll: Double): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: Matrix4): Quaternion
@NonNull fun fromMatrix(@NonNull matrix: DoubleArray): Quaternion
@NonNull fun fromRotationBetween(@NonNull u: Vector3, @NonNull v: Vector3): Quaternion
@NonNull fun fromRotationBetween(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Quaternion
@NonNull fun getAxis(@NonNull axis: Axis): Vector3
fun getGimbalPole(): Int
@NonNull static fun getIdentity(): Quaternion
fun getRotationX(): Double
fun getRotationY(): Double
fun getRotationZ(): Double
@NonNull fun getXAxis(): Vector3
@NonNull fun getYAxis(): Vector3
@NonNull fun getZAxis(): Vector3
@NonNull fun identity(): Quaternion
@NonNull fun inverse(): Quaternion
@NonNull fun invertAndCreate(): Quaternion
fun length(): Double
fun length2(): Double
@NonNull static fun lerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun log(): Quaternion
@NonNull fun logAndCreate(): Quaternion
@NonNull fun lookAt(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull static fun lookAtAndCreate(@NonNull lookAt: Vector3, @NonNull upDirection: Vector3): Quaternion
@NonNull fun multiply(scalar: Double): Quaternion
@NonNull fun multiply(@NonNull quat: Quaternion): Quaternion
@NonNull fun multiply(@NonNull vector: Vector3): Vector3
@NonNull fun multiplyLeft(@NonNull quat: Quaternion): Quaternion
@NonNull static fun nlerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double, shortestPath: Boolean): Quaternion
fun normalize(): Double
@NonNull fun pow(p: Double): Quaternion
@NonNull fun pow(@NonNull p: Quaternion): Quaternion
@NonNull fun powAndCreate(p: Double): Quaternion
@NonNull fun powAndCreate(@NonNull p: Quaternion): Quaternion
@NonNull fun setAll(w: Double, x: Double, y: Double, z: Double): Quaternion
@NonNull fun setAll(quat: Quaternion): Quaternion
@NonNull fun slerp(@NonNull end: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull q1: Quaternion, @NonNull q2: Quaternion, t: Double): Quaternion
@NonNull fun slerp(@NonNull start: Quaternion, @NonNull end: Quaternion, t: Double, shortestPath: Boolean): Quaternion
@NonNull fun subtract(@NonNull quat: Quaternion): Quaternion
@NonNull fun toRotationMatrix(): Matrix4
@NonNull fun toRotationMatrix(@NonNull matrix: Matrix4): Matrix4
fun toRotationMatrix(@NonNull matrix: DoubleArray): Unit
fun toString(): String
var w: Double
var x: Double
var y: Double
var z: Double
package org.rajawali3d.math.vector
Module Contents
open class Vector2
open class Vector2
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
class Axis
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
@NonNull static val ONE: Vector3
@NonNull static val X: Vector3
@NonNull static val Y: Vector3
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun normalize(): Double
open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
var y: Double
var z: Double
open class Vector3 : Cloneable
Module Contents
Vector3()
Vector3(from: Double)
Vector3(@NonNull from: Vector3)
Vector3(@NonNull values: Array<String>)
Vector3(@NonNull values: DoubleArray)
Vector3(x: Double, y: Double, z: Double)
class Axis
@NonNull static val NEG_X: Vector3
@NonNull static val NEG_Y: Vector3
@NonNull static val NEG_Z: Vector3
@NonNull static val ONE: Vector3
@NonNull static val X: Vector3
@NonNull static val Y: Vector3
@NonNull static val Z: Vector3
@NonNull static val ZERO: Vector3
@NonNull open fun absoluteValue(): Vector3
@NonNull open fun add(@NonNull v: Vector3): Vector3
@NonNull open fun add(x: Double, y: Double, z: Double): Vector3
@NonNull open fun add(value: Double): Vector3
@NonNull open static fun addAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun addAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun angle(@NonNull v: Vector3): Double
@NonNull open fun clone(): Vector3
@NonNull open fun cross(@NonNull v: Vector3): Vector3
@NonNull open fun cross(x: Double, y: Double, z: Double): Vector3
@NonNull open static fun crossAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun crossAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun distanceTo(@NonNull v: Vector3): Double
open fun distanceTo(x: Double, y: Double, z: Double): Double
open static fun distanceTo(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun distanceTo2(@NonNull v: Vector3): Double
open fun distanceTo2(x: Double, y: Double, z: Double): Double
open static fun distanceTo2(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun distanceTo2(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
@NonNull open fun divide(value: Double): Vector3
@NonNull open fun divide(@NonNull v: Vector3): Vector3
@NonNull open fun divideAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun dot(@NonNull v: Vector3): Double
open fun dot(x: Double, y: Double, z: Double): Double
open static fun dot(@NonNull u: Vector3, @NonNull v: Vector3): Double
open static fun dot(x1: Double, y1: Double, z1: Double, x2: Double, y2: Double, z2: Double): Double
open fun equals(other: Any?): Boolean
open fun equals(@NonNull obj: Vector3, error: Double): Boolean
@NonNull open static fun getAxisVector(@NonNull axis: Axis): Vector3
@NonNull open fun getRotationTo(@NonNull direction: Vector3): Quaternion
@NonNull open fun inverse(): Vector3
@NonNull open fun invertAndCreate(): Vector3
open fun isUnit(): Boolean
open fun isUnit(margin: Double): Boolean
open fun isZero(): Boolean
open fun isZero(margin: Double): Boolean
open fun length(): Double
open static fun length(x: Double, y: Double, z: Double): Double
open static fun length(@NonNull v: Vector3): Double
open fun length2(): Double
open static fun length2(@NonNull v: Vector3): Double
open static fun length2(x: Double, y: Double, z: Double): Double
@NonNull open fun lerp(@NonNull target: Vector3, t: Double): Vector3
@NonNull open static fun lerpAndCreate(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun lerpAndSet(@NonNull from: Vector3, @NonNull to: Vector3, amount: Double): Vector3
@NonNull open fun multiply(value: Double): Vector3
@NonNull open fun multiply(@NonNull v: Vector3): Vector3
@NonNull open fun multiply(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun multiply(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open static fun multiplyAndCreate(@NonNull v: Vector3, value: Double): Vector3
@NonNull open fun multiplyAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
open fun normalize(): Double
open static fun orthoNormalize(@NonNull vecs: Array<Vector3>): Unit
open static fun orthoNormalize(@NonNull v1: Vector3, @NonNull v2: Vector3): Unit
@NonNull open fun project(@NonNull v: Vector3): Vector3
@NonNull open fun project(@NonNull matrix: DoubleArray): Vector3
@NonNull open fun project(@NonNull matrix: Matrix4): Vector3
@NonNull open static fun projectAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun rotateBy(@NonNull quaternion: Quaternion): Vector3
@NonNull open fun rotateX(angle: Double): Vector3
@NonNull open fun rotateY(angle: Double): Vector3
@NonNull open fun rotateZ(angle: Double): Vector3
@NonNull open static fun scaleAndCreate(@NonNull u: Vector3, v: Double): Vector3
@NonNull open fun scaleAndSet(@NonNull v: Vector3, b: Double): Vector3
open fun setAll(x: Double, y: Double, z: Double): Vector3
@NonNull open fun setAll(@NonNull other: Vector3): Vector3
@NonNull open fun setAll(@NonNull axis: Axis): Vector3
@NonNull open fun subtract(@NonNull v: Vector3): Vector3
@NonNull open fun subtract(x: Double, y: Double, z: Double): Vector3
@NonNull open fun subtract(value: Double): Vector3
@NonNull open static fun subtractAndCreate(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun subtractAndSet(@NonNull u: Vector3, @NonNull v: Vector3): Vector3
@NonNull open fun toArray(array: DoubleArray): DoubleArray
@NonNull open fun toArray(): DoubleArray
@NonNull open fun toString(): String
var x: Double
var y: Double
var z: Double
package org.rajawali3d.postprocessing
package org.rajawali3d.postprocessing.effects
package org.rajawali3d.postprocessing.materials
package org.rajawali3d.postprocessing.passes
Module Contents
open class BlendPass : EffectPass
open class BlendPass : EffectPass
open class BlurPass : EffectPass
open class BlurPass : EffectPass
open class ClearMaskPass : APass
open class ClearMaskPass : APass
open class ColorThresholdPass : EffectPass
open class ColorThresholdPass : EffectPass
open class CopyPass : Material
open class CopyPass : Material
open class CopyToNewRenderTargetPass : EffectPass
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CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class CopyToNewRenderTargetPass : EffectPass
Module Contents
CopyToNewRenderTargetPass(name: String, renderer: Renderer, width: Int, height: Int)
open fun getRenderTarget(): RenderTarget
open fun render(@NonNull scene: Scene, @NonNull renderer: Renderer, @NonNull screenQuad: ScreenQuad, @NonNull writeTarget: RenderTarget, @NonNull readTarget: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setSize(width: Int, height: Int): Unit
open class DepthPass : APass
open class DepthPass : APass
open class EffectPass : APass
open class EffectPass : APass
open class FXAAPass : EffectPass
open class FXAAPass : EffectPass
open class GreyScalePass : EffectPass
open class GreyScalePass : EffectPass
open class MaskPass : APass
open class MaskPass : APass
open class PixelatedPass : EffectPass
open class PixelatedPass : EffectPass
open class RenderPass : APass
open class RenderPass : APass
open class ScanlinePass : EffectPass
open class ScanlinePass : EffectPass
open class SepiaPass : EffectPass
open class SepiaPass : EffectPass
open class ShadowPass : RenderPass
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ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
class ShadowPassType
open fun getShadowMapMaterial(): ShadowMapMaterial
open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
open class ShadowPass : RenderPass
Module Contents
ShadowPass(shadowPassType: ShadowPassType, scene: Scene, camera: Camera, light: DirectionalLight, renderTarget: RenderTarget)
class ShadowPassType
open fun getShadowMapMaterial(): ShadowMapMaterial
open fun render(scene: Scene, renderer: Renderer, screenQuad: ScreenQuad, writeBuffer: RenderTarget, readBuffer: RenderTarget, elapsedTime: Long, deltaTime: Double): Unit
open fun setShadowMapMaterial(shadowMapMaterial: ShadowMapMaterial): Unit
open class SobelPass : EffectPass
open class SobelPass : EffectPass
open class VignettePass : EffectPass
open class VignettePass : EffectPass
package org.rajawali3d.primitives
Module Contents
open class Cube : Object3D
open class Cube : Object3D
open class Cylinder : Object3D
open class Cylinder : Object3D
open class Line3D : Object3D
open class Line3D : Object3D
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
open class NPrism : Object3D
Module Contents
NPrism(sides: Int, radius: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double)
NPrism(sides: Int, radiusTop: Double, radiusBase: Double, eccentricity: Double, height: Double, createVBOs: Boolean)
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
open class Plane : Object3D
Module Contents
Plane()
Plane(upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int)
Plane(width: Float, height: Float, segmentsW: Int, segmentsH: Int, upAxis: Axis, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean)
open class PointSprite : Plane
open class PointSprite : Plane
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class RectangularPrism : Object3D
Module Contents
RectangularPrism(size: Float)
RectangularPrism(width: Float, height: Float, depth: Float)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean)
RectangularPrism(width: Float, height: Float, depth: Float, hasCubemapTexture: Boolean, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: UVmapping)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
class UVmapping
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setEffectPass(effectPass: EffectPass): Unit
open class ScreenQuad : Object3D
Module Contents
ScreenQuad()
ScreenQuad(mapping: UVmapping)
ScreenQuad(createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int)
ScreenQuad(segmentsW: Int, segmentsH: Int, numTextureTiles: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
ScreenQuad(segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, numTextureTiles: Int, createVBOs: Boolean, mapping: UVmapping)
class UVmapping
open fun render(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4, parentMatrix: Matrix4, sceneMaterial: Material): Unit
open fun setEffectPass(effectPass: EffectPass): Unit
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
open class Sphere : Object3D
Module Contents
Sphere(radius: Float, segmentsW: Int, segmentsH: Int)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, mirrorTextureCoords: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean)
Sphere(radius: Float, segmentsW: Int, segmentsH: Int, createTextureCoordinates: Boolean, createVertexColorBuffer: Boolean, createVBOs: Boolean, mirrorTextureCoords: Boolean)
open class Torus : Object3D
open class Torus : Object3D
package org.rajawali3d.renderer
Module Contents
abstract class AFrameTask : Runnable
abstract class AFrameTask : Runnable
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent): Unit
abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface): Unit
interface ISurfaceRenderer
Module Contents
abstract fun getFrameRate(): Double
abstract fun onOffsetsChanged(xOffset: Float, yOffset: Float, xOffsetStep: Float, yOffsetStep: Float, xPixelOffset: Int, yPixelOffset: Int): Unit
abstract fun onPause(): Unit
abstract fun onRenderFrame(gl: GL10): Unit
abstract fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
abstract fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
abstract fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
abstract fun onResume(): Unit
abstract fun onTouchEvent(event: MotionEvent): Unit
abstract fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
abstract fun setFrameRate(rate: Int): Unit
abstract fun setFrameRate(rate: Double): Unit
abstract fun setRenderSurface(surface: ISurface): Unit
class NullRenderer : Renderer
class NullRenderer : Renderer
open class PipRenderer : Renderer
open class PipRenderer : Renderer
open class RenderTarget
Module Contents
RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTarget(name: String, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String): Unit
open fun clone(): RenderTarget
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTarget
Module Contents
RenderTarget(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTarget(name: String, width: Int, height: Int)
open fun bind(): Unit
open fun checkGLError(ex: String): Unit
open fun clone(): RenderTarget
open fun create(): Unit
open fun enableStencilBuffer(stencilBuffer: Boolean): Unit
open fun getFrameBufferHandle(): Int
open fun getFullscreen(): Boolean
open fun getHeight(): Int
open fun getName(): String
open fun getOffsetX(): Int
open fun getOffsetY(): Int
open fun getTexture(): RenderTargetTexture
open fun getWidth(): Int
open fun isStencilBufferEnabled(): Boolean
open fun reload(): Unit
open fun remove(): Unit
open fun resize(width: Int, height: Int): Unit
open fun setFullscreen(fullscreen: Boolean): Unit
open fun setHeight(height: Int): Unit
open fun setOffsetX(offsetX: Int): Unit
open fun setOffsetY(offsetY: Int): Unit
open fun setWidth(width: Int): Unit
open fun unbind(): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTargetCube(name: String, width: Int, height: Int)
open fun getActiveCubeFace(): Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
open class RenderTargetCube : RenderTarget
Module Contents
RenderTargetCube(name: String, width: Int, height: Int, offsetX: Int, offsetY: Int, stencilBuffer: Boolean, mipmaps: Boolean, glType: Int, bitmapConfig: Config, filterType: FilterType, wrapType: WrapType)
RenderTargetCube(name: String, width: Int, height: Int)
open fun getActiveCubeFace(): Int
open fun setActiveCubeFace(activeCubeFace: Int): Unit
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context)
Renderer(context: Context, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene): Boolean
open fun addMaterial(material: Material): Boolean
open fun addRenderTarget(renderTarget: RenderTarget): Boolean
open fun addScene(scene: Scene): Boolean
open fun addScenes(scenes: MutableCollection<Scene>): Boolean
open fun addTexture(texture: ATexture): Boolean
open fun clearOverrideViewportDimensions(): Unit
open fun getContext(): Context
open fun getCurrentCamera(): Camera
open fun getCurrentScene(): Scene
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget
open fun getScene(scene: Int): Scene
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
open fun onPause(): Unit
open fun onRenderFrame(gl: GL10): Unit
open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
open fun onResume(): Unit
open fun reloadMaterials(): Boolean
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
open fun removeScene(scene: Scene): Boolean
open fun removeTexture(texture: ATexture): Boolean
open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceScene(scene: Scene, location: Int): Boolean
open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceTexture(texture: ATexture): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF
open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface): Unit
open fun setRenderTarget(renderTarget: RenderTarget): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene): Unit
open fun unProject(p: PointF, distance: Float): Vector3
open fun unProject(x: Double, y: Double, z: Double): Vector3
abstract class Renderer : ISurfaceRenderer
Module Contents
Renderer(context: Context)
Renderer(context: Context, registerForResources: Boolean)
open fun addAndSwitchScene(scene: Scene): Boolean
open fun addMaterial(material: Material): Boolean
open fun addRenderTarget(renderTarget: RenderTarget): Boolean
open fun addScene(scene: Scene): Boolean
open fun addScenes(scenes: MutableCollection<Scene>): Boolean
open fun addTexture(texture: ATexture): Boolean
open fun clearOverrideViewportDimensions(): Unit
open fun getContext(): Context
open fun getCurrentCamera(): Camera
open fun getCurrentScene(): Scene
open fun getDefaultViewportHeight(): Int
open fun getDefaultViewportWidth(): Int
open fun getFrameRate(): Double
open fun getGLMajorVersion(): Int
open fun getGLMinorVersion(): Int
open static fun getMaxLights(): Int
open fun getOverrideViewportHeight(): Int
open fun getOverrideViewportWidth(): Int
open fun getRefreshRate(): Double
open fun getRenderTarget(): RenderTarget
open fun getScene(scene: Int): Scene
open fun getSceneCachingEnabled(): Boolean
open fun getSceneInitialized(): Boolean
open fun getTextureManager(): TextureManager
open fun getViewportHeight(): Int
open fun getViewportWidth(): Int
open static fun hasGLContext(): Boolean
open fun initializeColorPicker(picker: ObjectColorPicker): Boolean
open fun loadModel(loader: ALoader, callback: IAsyncLoaderCallback, tag: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int): ALoader
open fun loadModel(loaderClass: Class<out ALoader>, callback: IAsyncLoaderCallback, resID: Int, tag: Int): ALoader
open fun onPause(): Unit
open fun onRenderFrame(gl: GL10): Unit
open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
open fun onRenderSurfaceDestroyed(surface: SurfaceTexture): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
open fun onResume(): Unit
open fun reloadMaterials(): Boolean
open fun reloadTextures(): Boolean
open fun removeMaterial(material: Material): Boolean
open fun removeRenderTarget(renderTarget: RenderTarget): Boolean
open fun removeScene(scene: Scene): Boolean
open fun removeTexture(texture: ATexture): Boolean
open fun replaceAndSwitchScene(scene: Scene, location: Int): Boolean
open fun replaceAndSwitchScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceScene(scene: Scene, location: Int): Boolean
open fun replaceScene(oldScene: Scene, newScene: Scene): Boolean
open fun replaceTexture(texture: ATexture): Boolean
open fun resetMaterials(): Boolean
open fun resetTextures(): Boolean
open fun resizeRenderTarget(@NonNull renderTargetTexture: RenderTargetTexture): Boolean
open fun screenToCartesian(screenX: Float, screenY: Float): PointF
open fun setAntiAliasingMode(config: ANTI_ALIASING_CONFIG): Unit
open fun setFPSUpdateListener(listener: OnFPSUpdateListener): Unit
open fun setFrameRate(frameRate: Int): Unit
open fun setFrameRate(frameRate: Double): Unit
open static fun setMaxLights(maxLights: Int): Unit
open fun setOverrideViewportDimensions(width: Int, height: Int): Unit
open fun setRenderSurface(surface: ISurface): Unit
open fun setRenderTarget(renderTarget: RenderTarget): Unit
open fun setSceneCachingEnabled(enabled: Boolean): Unit
open fun setViewPort(width: Int, height: Int): Unit
open fun startRendering(): Unit
open fun stopRendering(): Boolean
open fun switchScene(scene: Scene): Unit
open fun switchScene(scene: Int): Unit
open fun switchSceneDirect(nextScene: Scene): Unit
open fun unProject(p: PointF, distance: Float): Vector3
open fun unProject(x: Double, y: Double, z: Double): Vector3
abstract class SideBySideRenderer : Renderer
abstract class SideBySideRenderer : Renderer
package org.rajawali3d.renderer.pip
package org.rajawali3d.renderer.plugins
package org.rajawali3d.scene
Module Contents
abstract class ASceneFrameCallback
abstract class ASceneFrameCallback
open class Scene
Module Contents
Scene(renderer: Renderer)
Scene(renderer: Renderer, type: GRAPH_TYPE)
open fun addAndSwitchCamera(camera: Camera): Boolean
open fun addCamera(camera: Camera): Boolean
open fun addCameras(cameras: MutableCollection<Camera>): Boolean
open fun addChild(child: Object3D): Boolean
open fun addChildAt(child: Object3D, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D>): Boolean
open fun addLight(light: ALight): Boolean
open fun addPlugin(plugin: Plugin): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera
open fun getCamera(camera: Int): Camera
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera>
open fun getChildrenCopy(): ArrayList<Object3D>
open fun getLights(): MutableList<ALight>
open fun getLightsCopy(): ArrayList<ALight>
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin>
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun hasPickerInfo(): Boolean
open fun initScene(): Unit
open fun markLightingDirty(): Unit
open fun registerAnimation(anim: Animation): Boolean
open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera): Boolean
open fun removeChild(child: Object3D): Boolean
open fun removeLight(light: ALight): Boolean
open fun removePlugin(plugin: Plugin): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
open fun replaceCamera(camera: Camera, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceChild(child: Object3D, location: Int): Boolean
open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogParams): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
open fun switchCamera(camera: Camera): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
open class Scene
Module Contents
Scene(renderer: Renderer)
Scene(renderer: Renderer, type: GRAPH_TYPE)
open fun addAndSwitchCamera(camera: Camera): Boolean
open fun addCamera(camera: Camera): Boolean
open fun addCameras(cameras: MutableCollection<Camera>): Boolean
open fun addChild(child: Object3D): Boolean
open fun addChildAt(child: Object3D, index: Int): Boolean
open fun addChildren(children: MutableCollection<Object3D>): Boolean
open fun addLight(light: ALight): Boolean
open fun addPlugin(plugin: Plugin): Boolean
open fun addPlugins(plugins: MutableCollection<Plugin>): Boolean
open fun alwaysClearColorBuffer(value: Boolean): Unit
open fun alwaysClearColorBuffer(): Boolean
open fun clearAnimations(): Boolean
open fun clearCameras(): Boolean
open fun clearChildren(): Boolean
open fun clearFrameCallbacks(): Boolean
open fun clearLights(): Boolean
open fun clearPlugins(): Boolean
open fun destroyScene(): Unit
open fun displaySceneGraph(display: Boolean): Unit
open fun getBackgroundColor(): Int
open fun getCamera(): Camera
open fun getCamera(camera: Int): Camera
open fun getCameraCount(): Int
open fun getCamerasCopy(): ArrayList<Camera>
open fun getChildrenCopy(): ArrayList<Object3D>
open fun getLights(): MutableList<ALight>
open fun getLightsCopy(): ArrayList<ALight>
open fun getNumChildren(): Int
open fun getNumLights(): Int
open fun getNumObjects(): Int
open fun getNumPlugins(): Int
open fun getNumTriangles(): Int
open fun getPluginsCopy(): ArrayList<IRendererPlugin>
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun hasPickerInfo(): Boolean
open fun initScene(): Unit
open fun markLightingDirty(): Unit
open fun registerAnimation(anim: Animation): Boolean
open fun registerAnimations(anims: MutableCollection<Animation>): Boolean
open fun registerFrameCallback(callback: ASceneFrameCallback): Boolean
open fun reload(): Unit
open fun removeCamera(camera: Camera): Boolean
open fun removeChild(child: Object3D): Boolean
open fun removeLight(light: ALight): Boolean
open fun removePlugin(plugin: Plugin): Boolean
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget): Unit
open fun render(elapsedTime: Long, deltaTime: Double, renderTarget: RenderTarget, sceneMaterial: Material): Unit
open fun replaceAndSwitchCamera(camera: Camera, location: Int): Boolean
open fun replaceAndSwitchCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceAnimation(oldAnim: Animation, newAnim: Animation): Boolean
open fun replaceCamera(camera: Camera, location: Int): Boolean
open fun replaceCamera(oldCamera: Camera, newCamera: Camera): Boolean
open fun replaceChild(child: Object3D, location: Int): Boolean
open fun replaceChild(oldChild: Object3D, newChild: Object3D): Boolean
open fun requestColorPicking(@NonNull pickerInfo: ColorPickerInfo): Unit
open fun resetGLState(): Unit
open fun setAntiAliasingConfig(config: ANTI_ALIASING_CONFIG): Unit
open fun setBackgroundColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun setBackgroundColor(color: Int): Unit
open fun setFog(fogParams: FogParams): Unit
open fun setShadowMapMaterial(material: ShadowMapMaterial): Unit
open fun setSkybox(resourceId: Int): Boolean
open fun setSkybox(posx: Int, negx: Int, posy: Int, negy: Int, posz: Int, negz: Int): Boolean
open fun setSkybox(bitmaps: Array<Bitmap>): Boolean
open fun setSkybox(skybox: Cube, texture: ATexture): Boolean
open fun switchCamera(camera: Camera): Unit
open fun switchCamera(camera: Int): Unit
open fun unregisterAnimation(anim: Animation): Boolean
open fun unregisterFrameCallback(callback: ASceneFrameCallback): Boolean
open fun updateProjectionMatrix(width: Int, height: Int): Unit
open fun updateSkybox(resourceId: Int): Unit
open fun updateSkybox(front: Int, right: Int, back: Int, left: Int, up: Int, down: Int): Unit
open fun updateSkybox(bitmaps: Array<Bitmap>): Unit
package org.rajawali3d.scenegraph
Module Contents
abstract class A_nAABBTree : BoundingBox, IGraphNode
Module Contents
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun canMerge(): Boolean
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
open fun removeObject(object: IGraphNodeMember): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember): Unit
abstract class A_nAABBTree : BoundingBox, IGraphNode
Module Contents
A_nAABBTree(mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
A_nAABBTree(parent: A_nAABBTree, mergeThreshold: Int, splitThreshold: Int, shrinkThreshold: Int, growThreshold: Int, overlap: Int)
open fun addChildrenRecursively(recursive: Boolean): Unit
open fun addObject(object: IGraphNodeMember): Unit
open fun addObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun canMerge(): Boolean
open fun clear(): Unit
open fun contains(boundingVolume: IBoundingVolume): Boolean
open fun cullFromBoundingVolume(volume: IBoundingVolume): Unit
open fun displayGraph(camera: Camera, vpMatrix: Matrix4, projMatrix: Matrix4, vMatrix: Matrix4): Unit
open fun getObjectCount(): Int
open fun getSceneMaxBound(): Vector3
open fun getSceneMinBound(): Vector3
open fun isContainedBy(boundingVolume: IBoundingVolume): Boolean
open fun rebuild(): Unit
open fun removeChildrenRecursively(recursive: Boolean): Unit
open fun removeObject(object: IGraphNodeMember): Unit
open fun removeObjects(objects: MutableCollection<IGraphNodeMember>): Unit
open fun setGrowThreshold(threshold: Int): Unit
open fun setMergeThreshold(threshold: Int): Unit
open fun setShrinkThreshold(threshold: Int): Unit
open fun setSplitThreshold(threshold: Int): Unit
open fun toString(): String
open fun updateObject(object: IGraphNodeMember): Unit
interface IGraphNode
interface IGraphNode
interface IGraphNodeMember
interface IGraphNodeMember
open class Octree : A_nAABBTree
open class Octree : A_nAABBTree
package org.rajawali3d.terrain
package org.rajawali3d.util
Module Contents
open class ArrayUtils
open class ArrayUtils
open class Capabilities
open class Capabilities
open class GLU
Module Contents
GLU()
open static fun gluErrorString(error: Int): String
open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
open class GLU
Module Contents
GLU()
open static fun gluErrorString(error: Int): String
open static fun gluLookAt(gl: GL10, eyeX: Double, eyeY: Double, eyeZ: Double, centerX: Double, centerY: Double, centerZ: Double, upX: Double, upY: Double, upZ: Double): Unit
open static fun gluOrtho2D(gl: GL10, left: Double, right: Double, bottom: Double, top: Double): Unit
open static fun gluPerspective(gl: GL10, fovy: Double, aspect: Double, zNear: Double, zFar: Double): Unit
open static fun gluProject(objX: Double, objY: Double, objZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, win: DoubleArray, winOffset: Int): Int
open static fun gluUnProject(winX: Double, winY: Double, winZ: Double, model: DoubleArray, modelOffset: Int, project: DoubleArray, projectOffset: Int, view: IntArray, viewOffset: Int, obj: DoubleArray, objOffset: Int): Int
interface IObjectPicker
interface IObjectPicker
class Intersector
Module Contents
Intersector()
static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
class Intersector
Module Contents
Intersector()
static fun intersectRayPlane(rayStart: Vector3, rayEnd: Vector3, plane: Plane, hitPoint: Vector3): Boolean
static fun intersectRaySphere(rayStart: Vector3, rayEnd: Vector3, sphereCenter: Vector3, sphereRadius: Double, hitPoint: Vector3): Boolean
static fun intersectRayTriangle(rayStart: Vector3, rayEnd: Vector3, t1: Vector3, t2: Vector3, t3: Vector3, hitPoint: Vector3): Boolean
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianDataInputStream : InputStream, DataInput
open class LittleEndianOutputStream : FilterOutputStream
open class LittleEndianOutputStream : FilterOutputStream
open class ObjectColorPicker : IObjectPicker
open class ObjectColorPicker : IObjectPicker
interface OnFPSUpdateListener
interface OnFPSUpdateListener
interface OnObjectPickedListener
interface OnObjectPickedListener
class RajLog
class RajLog
class RawShaderLoader
class RawShaderLoader
open class RayPicker : IObjectPicker
open class RayPicker : IObjectPicker
open class ScreenGrab
Module Contents
ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
open static fun saveAsImage(width: Int, height: Int, path: String): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
open class ScreenGrab
Module Contents
ScreenGrab()
open static fun getPixelsFromBuffer(x: Int, y: Int, width: Int, height: Int): Bitmap
open static fun saveAsImage(width: Int, height: Int, path: String): Unit
open static fun saveAsImage(x: Int, y: Int, width: Int, height: Int, path: String, compressFormat: CompressFormat, quality: Int): Unit
package org.rajawali3d.util.egl
package org.rajawali3d.view
package org.rajawali3d.visitors
package org.rajawali3d.vr
package org.rajawali3d.vr.materials
package org.rajawali3d.vr.materials.shaders
package org.rajawali3d.vr.renderer
package org.rajawali3d.vr.surface
package org.rajawali3d.vuforia
Module Contents
open class VuforiaManager
abstract class VuforiaRenderer : Renderer
Module Contents
VuforiaRenderer(context: Context, manager: VuforiaManager)
open fun drawVideoBackground(): Unit
open fun foundFrameMarker(markerId: Int, modelViewMatrix: FloatArray): Unit
open fun foundImageMarker(trackableName: String, modelViewMatrix: FloatArray): Unit
open fun getFOV(): Float
open fun getVideoHeight(): Int
open fun getVideoWidth(): Int
open fun initRendering(): Unit
abstract fun noFrameMarkersFound(): Unit
open fun onRenderSurfaceCreated(config: EGLConfig, gl: GL10, width: Int, height: Int): Unit
open fun onRenderSurfaceSizeChanged(gl: GL10, width: Int, height: Int): Unit
open fun renderFrame(frameBufferId: Int, frameBufferTextureId: Int): Unit
open fun updateRendering(width: Int, height: Int): Unit
package org.rajawali3d.wallpaper
package org.rajawali3d.wear
Module Contents
open class EmptyGL10 : GL10
Module Contents
EmptyGL10()
open fun glActiveTexture(texture: Int): Unit
open fun glAlphaFunc(func: Int, ref: Float): Unit
open fun glAlphaFuncx(func: Int, ref: Int): Unit
open fun glBindTexture(target: Int, texture: Int): Unit
open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit
open fun glClear(mask: Int): Unit
open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glClearDepthf(depth: Float): Unit
open fun glClearDepthx(depth: Int): Unit
open fun glClearStencil(s: Int): Unit
open fun glClientActiveTexture(texture: Int): Unit
open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit
open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer): Unit
open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer): Unit
open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
open fun glCullFace(mode: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntArray, offset: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntBuffer): Unit
open fun glDepthFunc(func: Int): Unit
open fun glDepthMask(flag: Boolean): Unit
open fun glDepthRangef(zNear: Float, zFar: Float): Unit
open fun glDepthRangex(zNear: Int, zFar: Int): Unit
open fun glDisable(cap: Int): Unit
open fun glDisableClientState(array: Int): Unit
open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit
open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer): Unit
open fun glEnable(cap: Int): Unit
open fun glEnableClientState(array: Int): Unit
open fun glFinish(): Unit
open fun glFlush(): Unit
open fun glFogf(pname: Int, param: Float): Unit
open fun glFogfv(pname: Int, params: FloatArray, offset: Int): Unit
open fun glFogfv(pname: Int, params: FloatBuffer): Unit
open fun glFogx(pname: Int, param: Int): Unit
open fun glFogxv(pname: Int, params: IntArray, offset: Int): Unit
open fun glFogxv(pname: Int, params: IntBuffer): Unit
open fun glFrontFace(mode: Int): Unit
open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glGenTextures(n: Int, textures: IntArray, offset: Int): Unit
open fun glGenTextures(n: Int, textures: IntBuffer): Unit
open fun glGetError(): Int
open fun glGetIntegerv(pname: Int, params: IntArray, offset: Int): Unit
open fun glGetIntegerv(pname: Int, params: IntBuffer): Unit
open fun glGetString(name: Int): String
open fun glHint(target: Int, mode: Int): Unit
open fun glLightModelf(pname: Int, param: Float): Unit
open fun glLightModelfv(pname: Int, params: FloatArray, offset: Int): Unit
open fun glLightModelfv(pname: Int, params: FloatBuffer): Unit
open fun glLightModelx(pname: Int, param: Int): Unit
open fun glLightModelxv(pname: Int, params: IntArray, offset: Int): Unit
open fun glLightModelxv(pname: Int, params: IntBuffer): Unit
open fun glLightf(light: Int, pname: Int, param: Float): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatArray, offset: Int): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatBuffer): Unit
open fun glLightx(light: Int, pname: Int, param: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntArray, offset: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntBuffer): Unit
open fun glLineWidth(width: Float): Unit
open fun glLineWidthx(width: Int): Unit
open fun glLoadIdentity(): Unit
open fun glLoadMatrixf(m: FloatArray, offset: Int): Unit
open fun glLoadMatrixf(m: FloatBuffer): Unit
open fun glLoadMatrixx(m: IntArray, offset: Int): Unit
open fun glLoadMatrixx(m: IntBuffer): Unit
open fun glLogicOp(opcode: Int): Unit
open fun glMaterialf(face: Int, pname: Int, param: Float): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatArray, offset: Int): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer): Unit
open fun glMaterialx(face: Int, pname: Int, param: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntArray, offset: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer): Unit
open fun glMatrixMode(mode: Int): Unit
open fun glMultMatrixf(m: FloatArray, offset: Int): Unit
open fun glMultMatrixf(m: FloatBuffer): Unit
open fun glMultMatrixx(m: IntArray, offset: Int): Unit
open fun glMultMatrixx(m: IntBuffer): Unit
open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit
open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit
open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit
open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit
open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer): Unit
open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit
open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit
open fun glPixelStorei(pname: Int, param: Int): Unit
open fun glPointSize(size: Float): Unit
open fun glPointSizex(size: Int): Unit
open fun glPolygonOffset(factor: Float, units: Float): Unit
open fun glPolygonOffsetx(factor: Int, units: Int): Unit
open fun glPopMatrix(): Unit
open fun glPushMatrix(): Unit
open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit
open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit
open fun glSampleCoverage(value: Float, invert: Boolean): Unit
open fun glSampleCoveragex(value: Int, invert: Boolean): Unit
open fun glScalef(x: Float, y: Float, z: Float): Unit
open fun glScalex(x: Int, y: Int, z: Int): Unit
open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit
open fun glShadeModel(mode: Int): Unit
open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit
open fun glStencilMask(mask: Int): Unit
open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit
open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray, offset: Int): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer): Unit
open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntArray, offset: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer): Unit
open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer): Unit
open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit
open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit
open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer): Unit
open fun glTranslatef(x: Float, y: Float, z: Float): Unit
open fun glTranslatex(x: Int, y: Int, z: Int): Unit
open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer): Unit
open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit
abstract class WatchFaceService : Gles2WatchFaceService
abstract class WatchRenderer : Renderer
abstract class WearActivity : WearableActivity